TEXT:  
   
   
   
  
  FOREWORD 
   
  ONE COMPANION TO RULE THEM ALL 
  No campaign is easy for a Dungeon Master to run but the 
  Rime of the Frostmaiden Companion ("Companion" for 
  short) is devoted to making it easier and more satisfying 
  for you to run. By providing new hooks, variants, flavor 
  text, as well as any referential information for creature 
  statistics or magic items, this supplement should make for 
  a faithful companion to keep at your side.  
   
  ABOUT THE AUTHOR 
  Wyatt Trull—that's me—is an American nerd avoiding all 
  his responsibilities by teaching English abroad. He's 
  currently languishing in the South Korean countryside. 
  You can check out more of his—my—work on his 
  website (wyatttrull.com) or his DMs Guild page, or his 
  Twitter (@Wyatt_Trull).  
   
  ART CREDITS 
  All hail our glorious artist: 
  Cover et al: Dean Spencer (© Dean Spencer) 
   
  LEGAL STUFF 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
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  other Wizards of the Coast product names, and their respective logos 
  are trademarks of Wizards of the Coast in the USA and other 
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  of Wizards of the Coast. This material is protected under the 
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  unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the 
  Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-
  0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  USING THIS SUPPLEMENT 
  The Companion is quite formulaic; every chapter is 
  designed to be easily digestible, whether you're a veteran 
  reader or just diving into it mid-campaign.  
  Shorthand. 
  This 
  supplement 
  is 
  massive. 
  The 
  abbreviations below must be implemented to reduce the 
  strain on your printer or the scroll wheel of your poor, 
  poor mouse: 
  RoFM refers to Icewind Dale:Rime of the Frostmaiden.  
  Ch. refers to a chapter of the module (e.g. "Ch. 1"). 
  Appx refers to an Appendix of the Companion  
  MM refers to the Monster Manual  
  VGM refers to Volo's Guide to Monsters, the monsters of 
  which are featured in this guide.  
  MToF refers to Mordenkainen's Tome of Foes, the 
  monsters of which are sometimes featured in this guide. 
  XGE refers to Xanathar's Guide to Everything, the spells 
  and magic items of which are sometimes featured in this 
  guide's chapters.  
   
  APPENDICES 
  The Companion is devoted to maximizing your playtime 
  and minimizing interruptions at your table.  
  Appendix A provides the descriptions and locations of 
  magic items found throughout the chapter.  
  Appendix B provides the statistics of all monsters 
  featured throughout the chapter.  
  Appendix C provides details for spells, traps, diseases, 
  and other effects that might be featured in the chapter. A 
  qualifying effect is underlined in this supplement. 
   
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  1 
  CHAPTER 3: OVERVIEW 
   
   
  RUNNING CHAPTER 3 
  Chapter 3 is the campaign's point of no return. Once it 
  begins, the adventurers are set on a collision course with 
  the chardalyn dragon, Auril's island, and the city of 
  Ythryn. Make sure you have done everything you wanted 
  from Chapters 1 and 2 before the adventurers truly 
  embark on Chapter 3's events.  
  Advancement. By now, the adventurers should be 5th 
  level. By completing this chapter, they advance to 6th. If 
  you utilize the Companion's revisions (see below), they 
  should start this chapter already at 6th level.  
  Timeline. The passage of time grounds a campaign; the 
  Companion recommends up to a two-week gap between 
  Chapters 2 and 3. Review the downtime activity rules in 
  Xanathar's Guide to Everything, asking the players what 
  their characters did during this time. Virtually any activity 
  is possible in towns like Bryn Shander or Targos.   
  Sacrifice to Auril. If the recommendations in Chapter 2 
  of the Companion were used (spacing Chapters 1 and 2 
  by 2d6+4 days), this sets Chapter 3 about a month from 
  the start of the campaign—so if the adventurers have yet 
  to see an individual be sacrificed to the Frostmaiden in 
  Bryn Shander, Targos, and Easthaven yet, now is the time 
  to do so. One of these victims should be a friend of the 
  party's, such as:  
  • Hlin Trollbane (see Cold-Hearted Killer starter quest) 
  • Dannika Graysteel (see Nature Spirits starter quest) 
  • Copper Knobberknocker, Mishann, or Garn the Hammer 
  (see Bryn Shander: House of the Morning Lord and 
  Blackiron Blades).   
  • Rinaldo (see The White Lady Inn, Easthaven) 
  • Keegan Velryn or his husband Garret (see Mountain 
  Climb quest, Targos) 
   
  The sacrifice is stripped of their clothes and expelled 
  from town, forced to die in the wastes. If the adventurers 
  intervene, they risk Auril's wrath—in the form Yselm, a 
  frost druid, a coldlight walker, or a person with the very 
  same statistics and background as Sephek Kaltro, if he 
  was already slain.  
  Additionally, if a town learns that the party intervened, 
  they become personas non grata and are banished from 
  the town, lest their presence incur Auril's wrath. The other 
  towns follow suit just to be safe.  
   
  PREVIOUSLY ON RIME OF THE FROSTMAIDEN 
  • The adventurers may have discovered duergar hiding out 
  in Caer-Konig, Easthaven, and at the foot of Kelvin's 
  Cairn. 
  • The party may have learned of the corruptive nature of 
  chardalyn from the Cave of the Berserkers locale, or by 
  interacting with Reghed nomads.   
  • The adventurers may have gained a party ally; see 
  Chapter 2 for the details of this system introduced by 
  the Companion.  
  REVISING CHAPTER 3 
  The Companion believes that Chapter 3 warrants a few 
  key changes. In particular, it disagrees with forcing the 
  party to decide between pursuing the dragon or delving 
  into the fortress. While the Companion appreciates the 
  cruelty of that decision, it holds that it is ill-timed and 
  would be better written if it occurred mid-way through the 
  dungeon. 
  The Companion's revisions are summarized below: 
  Fly, My Pretty! The dragon's inaugural flight has been 
  postponed so that it occurs while the adventurers are in 
  the fortress. Additionally, they are granted the chance 
  to wound the chardalyn dragon before its flight, which 
  will mitigate some of the destruction it weaves through 
  Ten-Towns. For this change to work, the adventurers 
  must not know what sort of weapon Xardorok created; 
  therefore, some language in Speaker's Quest must be 
  rewritten.  
  Chardalyn Heel. A critical flaw was discovered in the 
  dragon's design; the engineers have almost fixed it, but 
  the adventurers' arrival forces Xardorok to launch his 
  attack on Ten-Towns now before repairs are finished.  
  The Muzgardt Conspiracy. Grandolpha intends to make 
  her move on Xardorok tonight. The coup is launched 
  after the dragon sets out for Ten-Towns. The fortress is 
  then reduced to a bloody battleground.   
   
  SAMPLE STORY 
  Utilizing these changes, Chapter 3's sample plotline is: 
  The adventurers travel to the Spine of the World, either 
  at the behest of their party ally or a town speaker, if they 
  didn't already decide to deal with the duergar themselves. 
  Xardorok's dragon is almost complete, but one flaw has 
  yet to be fixed in its design. Although the icy tumor has 
  almost been excised, the party's arrival forces Xardorok 
  to send out the dragon before its flaw is fixed.  
  Xardorok, for his part, starts the adventure in Area X24; 
  he can be heard barking orders as the adventurers pass by 
  X9. If the adventurers reach the Forge Level from the west 
  elevator, they find Xardorok and his dragon in X24. If the 
  party comes from the east elevator, they find him in X29; 
  on the second round of combat, he retreats into X24 to 
  rally the dragon and duergar.  
  After three rounds of combat, or when the dragon takes 
  20 hit points of damage, Xardorok sends it to Ten-Towns, 
  fearing its destruction and trusting the whispers being sent 
  to him by Deep Duerra (Asmodeus).  
  With the dragon gone, the Muzgardt loyalists launch 
  their coup. Facing enemies from within and without, 
  Xardorok retreats to X19 (if the adventurers came from 
  the east) or X29 (if they came from the west). If defeat 
  seems likely, he flees to X8, where Grandolpha stabs him 
  in the back, cementing her control over the fortress.  
  
  2 
  FLY, MY PRETTY! 
  That the adventurers must trek all the way to Xardorok's 
  Fortress just to be presented with the choice of turning 
  back to fight the chardalyn dragon is both frustrating and 
  disappointing. It robs the adventurers of their agency, so 
  says the Companion. If you agree with this argument, 
  consider this simple change: the dragon takes flight while 
  the adventurers are inside the fortress, and while they 
  don't have the chance to defeat it here, they can at least 
  wound it enough that the destruction it causes is lessened. 
  Pros. This change has a few benefits: 
  • The adventurers have a chance to make a difference in 
  the dragon's attack. 
  • You, as the DM, can be certain that the adventurers will 
  play through Chapter 3 first. As it stands, you have to 
  be prepared to run both Chapters 3 and 4, as you can't 
  know whether the adventurers will immediately turn 
  back to Ten-Towns or delve into the fortress.  
  • The adventurers can gain insight into the dragon's nature 
  and abilities (particularly its fearsome Radiant Breath 
  ability).  
  • Finding the dragon's flight in Area X4 is much more 
  suspenseful if the adventurers don't yet know the dragon 
  exists.  
  • Escaping the fortress, after the reveal of the dragon, can 
  be a challenge all its own.  
   
  Cons. The Companion acknowledges these drawbacks 
  in making this change: 
  • That the adventurers can't destroy the dragon now, but 
  still battle it, is of course, putting them on a railroad. 
  However, since the dragon can't regain hit points on its 
  own, whatever damage they inflict upon it now matters 
  later in the true battle.  
  • Finding the dragon's flight plan in Area X4 might feel 
  less rewarding.  
   
  SPEAKER'S QUEST 
  If you embrace this change and use Speaker's Quest (see 
  RoFM) to send the adventurers to the fortress, you must 
  be wary with what information the speaker knows, lest 
  you ruin the suspense and mystery of the dragon. Replace 
  the word "construct" in "With it, they're building a mighty 
  construct that will lay waste to Ten-Towns…" with the 
  word "weapon." 
  For more details on this quest, see Sunblight below.   
   
  MITIGATING DESTRUCTION 
  By wounding the chardalyn dragon now, they ensure the 
  survival of one of its more defensive targets: Easthaven or 
  Targos. The dragon must abandon its assault for the next 
  target, sparing countless lives. For more details, see 
  Chapter 4 of the Companion.  
   
  CHARDALYN HEEL 
  On the eve of its flight, a critical flaw was discovered in 
  the chardalyn dragon's design. On its throat is an icy 
  tumor whose crystalline roots web their way towards the 
  dragon's fiery heart. Whenever the construct "breathes," 
  the tumor shudders and emits a sharp noise. Additionally, 
  if the drake uses its Radiant Breath, radiant sparks jump 
  out from this tumor, cracking the ice surrounding it. A 
  character that sees either of these events can make a DC 
  20 Intelligence (Insight) check to realize that this is the 
  dragon's Achilles heel.  
  If this tumor is struck with a physical missile (such as 
  an arrow, but not a magic missile spell) shot as part of a 
  ranged weapon attack, the dragon must succeed on a DC 
  15 Constitution saving throw; if it fails, its Radiant Breath 
  ability's recharge is triggered, as if the dragon had used it. 
  This can happen only once per round; if the tumor is 
  struck again and the dragon already made the saving 
  throw (pass or fail), it does not need to repeat it. To hit the 
  tumor, a character must meet the following conditions: 
  • The dragon's throat must be facing the character. 
  • The character must be aware of the flaw, either from 
  being informed of it or from succeeding on the DC 20 
  Intelligence (Insight) check to understand the flaw. 
  • The character must be able to see the tumor, which is a 
  black mass on black ice. Even if they were informed of 
  it already, they must succeed on a DC 15 Wisdom 
  (Perception) check to spot it. This at first requires an 
  action; if the adventurers later battle the dragon, zeroing 
  in on the tumor is a bonus action, but still requires a 
  successful DC 15 Wisdom (Perception) check. 
  • The ranged weapon attack must equal 22 or higher (5 + 
  the dragon's AC).  
   
  THE MUZGARDT CONSPIRACY  
  On the heels of the dragon's flight, Grandolpha launches 
  her coup. The adventurers are the perfect opportunity to 
  depose Xardorok, for she can pin his death on their hands. 
  Clan Sunblight still has ties in the Underdark, and Horgar 
  Steelshadow V, the Deep King of Gracklstugh, is likely 
  to find some reason to punish Clan Muzgardt if word got 
  out that they slaughtered another clan.  
  Grandolpha has instructed her agents to launch the coup 
  just after the dragon leaves the fortress. When it returns, 
  she might try her hand at subjugating it—or if she thinks 
  it cannot be tamed, she sets a trap for it. During the coup, 
  she makes a move on Nildar and Durth, if they are both 
  present, and Ulthoon (if you include him in the adventure) 
  in X34. With their deaths, Muzgardt has snuffed out the 
  Sunblight lineage.  
  Grandolpha is likely to let the party leave the fortress 
  unmolested. However, if you wish to challenge them, or 
  delay their return to Ten-Towns, Grandolpha betrays the 
  adventurers, fearing they will return later to finish her and 
  her kin off.  
   
  
  3 
  PARTY ALLIES IN CHAPTER 3 
  As described in Chapter 2 of the Companion, one or more 
  residents of Icewind Dale may become the adventurers' 
  primary ally. This character keeps their ear to the ground 
  for rumors, handles communication with the adventurers 
  while they're away, points them in the direction of other 
  threats to Icewind Dale, and may even join them in battle 
  against those threats. 
  The Companion listed five potential allies; see below 
  for how they may interact with this chapter. None of them 
  know of the chardalyn dragon if you utilize the changes 
  to Speaker's Quest (see Revising Chapter 3). 
   
  AVARICE 
  So far, Avarice has enjoyed the level of comfort afforded 
  by Ten-Towns, and if it's wiped off the map completely 
  by the duergar, her quest to find Ythryn (and return from 
  it before setting out for warmer lands) will be made all the 
  more difficult. 
  Due to her affiliation with the Cult of Levistus, Avarice 
  is aware of the duergar threat and can directly send the 
  adventurers to Xardorok's Fortress. The wizard also warns 
  them of chardalyn's corrupting nature.  
  Thanks to sending spells, Avarice can keep in contact 
  with the adventurers; when she sends out a message to 
  someone, they can also reply with a message of twenty-
  five words or less. Thus, the adventurers can warn her of 
  the incoming dragon—although whether she deigns to 
  inform Ten-Towns, or anyone outside Caer-Dineval is 
  anyone's guess.  
  The Quest. If Avarice is the party ally, she issues the 
  quest herself, having divined the fact that destruction is 
  imminent; there's no time to gain an audience with a town 
  speaker. Read the following:   
  "Although I've no love for these fools, the Cult of Levistus 
  has proved useful. Deep in the mountains plot duergar. 
  They, like the Knights of the Black Sword, are obsessed 
  with chardalyn—but whereas the knights only wish to 
  wear this black ice as idols of their devotion, the duergar 
  have shaped it into a weapon.  
  "I am an evoker—and a proud one at that—but even I 
  have some skill in divination, and you must go now. Now, 
  I tell you, for that very weapon is about to, as the readings 
  have told me, take flight. 
  "Go forth to the Spine of the World; thrice a day, I will 
  contact you with a sending spell."  
  Nothing can convince Avarice to accompany the party to 
  Xardorok's Fortress; she openly admits that this is not her 
  battle to fight, nor her land to defend. "If all goes to hell," 
  she says, "I'm headed to Revel's End to book passage on 
  a ship heading south. I've had enough of the cold already."  
   
  HLIN TROLLBANE 
  As a retired bounty hunter, Hlin Trollbane has seen her 
  fair share of danger and spent far too long learning to 
  distrust others. Spurred by rumors of, or even encounters 
  with duergar spies, she has verified the duergars' plot. 
  With grim resolution, she turns to the adventurers to 
  confront this looming shadow. 
  The Quest. If Hlin is the party ally, she has already—
  yes, already—secured the adventurers an audience with 
  Speaker Duvessa Shane of Bryn Shander. Having heard 
  of duergar spies, Hlin independently came to the same 
  conclusions that the speaker has. Use Speaker's Quest to 
  issue the quest to the party.  
  Out of Retirement. Hlin can be convinced to come with 
  the party with a successful DC 14 Wisdom (Persuasion) 
  check, which forces her to confront the fact that she is not, 
  and probably never will be, happy in retirement. On a 
  success, she joins the adventurers in their journey, adding 
  her firepower to theirs.  
  To reach the Spine of the World safely, Hlin suggests 
  hiring Yselm, Ten-Towns most premiere guide (see Yselm 
  below, plus the Yselm's Way quest in Chapter 2) if the 
  adventurers have not yet encountered her.  
   
  STATISTICS 
  Hlin Trollbane is a NG shield dwarf veteran with the 
  following changes to her statistics: 
  • In addition to Common, she speaks Dwarvish (which 
  will come in handy if the adventurers don't). 
  • She has darkvision out to a range of 60 feet.  
  • She has resistance to poison damage and advantage on 
  saving throws against poison. 
  • She wields a greataxe and handaxe, the latter of which 
  has the Thrown property (20/60 ft.). These weapons do 
  not change her damage output.  
   
  SPEAKER NAERTH MAXILDANARR 
  It should come as no surprise that Naerth Maxildanarr's 
  network of spies have discovered the duergars' plot—and 
  that he hasn't told anyone else of the danger until now. 
  Hoping to destabilize his rivals for political gain, the 
  Speaker of Targos allowed the duergar to run amok. That 
  all changed when his agents finally got their hands on a 
  knowledgeable agent—Durth, Nildar (Xardorok's sons) 
  or some other high-ranking agent—who told him "doom 
  soars on dragon's wings." Now he has no choice but to 
  eliminate this threat without the other town speakers 
  knowing he let it stew for so long.  
  In other words, Naerth's in deep trouble and he knows 
  it. Now he must cover his tracks; if the adventurers return 
  successful, he intends to claim credit. If they fail, he will 
  disavow any involvement in the quest. 
   
   
  
  4 
  The Quest. If Maxildanarr is the party ally, he's also the 
  town speaker that issues the quest. However, instead of 
  the language used in Speaker's Quest, read the following: 
  For once, Maxildanarr is not wearing a grin. The Speaker 
  looks sick and grim. With a queasy voice he tells you, 
  "We have discovered a plot against Ten-Towns itself, one 
  propagated by duergar roosting along the Spine of the 
  World. They… They have fashioned a weapon capable of 
  leveling all of civilization to the ground, and they are 
  prepared to use it. We were… We tolerated their spies for 
  too long and now the viper has bitten back. 
  "My agents could not force our captives to divulge what 
  this weapon is, only that 'doom soars on dragon's wings.' 
  Our best guess is that they've poisoned the mind of a drake 
  with black ice—chardalyn, the material they have been 
  combing Icewind Dale for." 
  The Speaker gives you an uneasy look. "Today, what's 
  mine is yours—for if we do not end this threat now, the 
  dwarves will take everything." 
  Maxildanarr has deep pockets; he provides the party with 
  rations, arms, armor, and supplies. He also scrounges up 
  1d4+1 potions of healing.  
   
  TROVUS 
  If Trovus is the party ally, he expects to accompany the 
  adventurers to Xardorok's Fortress. If they allow him to, 
  he proves himself a liability if he has yet to quit drinking. 
  As a silver dragonborn, he does not need to worry about 
  cold weather, so he packs rations, blades, and booze—
  copious amounts of wine. To convince him from drinking 
  during this adventure requires a DC 15 Cha. (Persuasion) 
  check; once he starts drinking, convincing him to put 
  down the bottle requires a DC 20 Charisma (Persuasion) 
  check—for a demon has its claws deep in the dragonborn 
  and that demon's name is "Liquor." 
  If Trovus is allowed to continue drinking, he suffers 
  from the poisoned condition for up to 1d4 hours after his 
  last drink. Effectively, he has disadvantage on attack rolls 
  and ability checks. He also becomes loud, obnoxious, and 
  obsessed with reliving his glory days as an adventurer. 
  The Quest. If Trovus is the party ally, he is also the 
  town speaker that issues the quest. See Speaker's Quest in 
  Sunblight below.  
   
  STATISTICS 
  Trovus is a NG veteran with the following changes to his 
  statistics: 
  • He has resistance to cold damage. 
  • He has the following action option: 
   
  Draconic Breath (1/Day). Trovus unleashes a blast of 
  frigid air. Each creature in a 15-foot-cone must succeed 
  on a DC 14 Constitution saving throw or take 7 (2d6) 
  cold damage. On a success, a creature takes half as 
  much damage.   
   
  YSELM 
  If Yselm is the party's ally, she has been informed by the 
  Frostmaiden of Xardorok's intentions. If she was not slain 
  for her treachery at Jarlmoot (see the Yselm's Way quest 
  in Chapter 2) or has not yet betrayed the party, she may 
  guide the adventurers to the fortress for two reasons.  
  • Worship of Auril has increased tenfold since Icewind 
  Dale fell prey to the Everlasting Rime. Fear and fervor 
  are power for a deity, and Auril, despite her taxing spell, 
  is growing in power. If Ten-Towns is wiped out, so is 
  the source of her new power.  
  • Yselm earnestly believes the adventurers will perish in 
  the fortress. 
   
  These motivations are not mutually exclusive.  
  With a DC 15 Charisma (Persuasion) check, Yselm can 
  be persuaded to join forces with the adventurers and delve 
  inside the fortress. Otherwise, Yselm merely guides the 
  party through the Spine of the World. That she is a frost 
  druid should come as a surprise to the party if Yselm has 
  yet to reveal it to the adventurers, which she does when 
  approaching the fortress.   
  The Quest. If Yselm is the party's ally, she might reveal 
  them to that she is a druid—or something akin to one. 
  Otherwise, she sends them to speak with a town speaker, 
  in which case, use Speaker's Quest. In the case of the 
  former, read the following: 
  "There is a secret that I seldom share, but we have grown 
  close in our short time together. In another life, I may have 
  become a druid. Alas, in this pitiful one, I am at least 
  blessed to sometimes hear the words on the wind—words 
  that warn us now that there is trouble brewing in the south.  
  "Along the Spine of the World, dwarves have hewn a 
  fortress from stone; I saw it once myself as I led travelers 
  to Ten-Towns. I thought nothing of it—who am I to say 
  that dwarves cannot make a home in this land of ours? 
  "Alas, the wind has warned me that these very dwarves 
  have found the power to destroy Icewind Dale and they 
  intend to rule over the ashes. I fear that soon, quite soon, 
  they will unleash it. Come with me, heroes, unto the 
  breach."  
   
   
   
  
  5 
  SUNBLIGHT 
  This section is concerned with the journey to Xardorok's 
  fortress and the encounters therein. As noted at the start 
  of this supplement, once the party embarks on this quest, 
  the campaign loses its sandbox nature and is set on a 
  railroad. Be prepared to cease other activities or justify the 
  delay in their start.  
   
  QUICK NOTES 
  • The party faces a wilderness encounter on their way to 
  the duergar fortress. It should be predetermined and 
  used to foreshadow other parts of the campaign. If you 
  implement the Companion's changes (namely including 
  the chardalyn dragon in X24) then either don't run an 
  encounter or ensure it is Easy or Medium difficulty.  
  • Xardorok is in either Area X19, X24, X29, or X34. 
  • Xardorok's sons, Nildar and Durth, may be present, if 
  they were previously defeated by the adventurers (and 
  the Companion holds that they should be here even if 
  they were not). See Areas X10 and X11.  
  • Grandolpha Muzgardt is in X8, but she is nonhostile. 
  Many duergar here have pledged loyalty to her and will 
  betray Xardorok when the time comes.  
  • The chardalyn dragon's flight plan can be discovered in 
  Area X4. 
  • A goliath warrior and doppelganger are imprisoned in 
  X28; the former is a member of Clan Thuunlakaga of 
  Wyrmdoom Crag; feel free to change his clan affiliation 
  to Akannathi if the party hasn't ended the clan feud yet.  
  • Treasure can be found in Areas X4 and X37; the lock 
  combinations to the chests in X37 are found in X4.  
  • The level features duergar hammerers. These awful 
  constructs are actually prisons for dissident duergar. A 
  duergar is strapped inside the shell and tortured; their 
  anguish is converted into psychic energy that powers 
  the mechanism. These hammerers represent Xardorok's 
  "mercy" in that he found these dwarves guilty of treason 
  but offered "penance" instead of death.  
  • Xardorok believes his captain of the guard is a traitor 
  who is being tortured in X34. To demonstrate the lord's 
  growing paranoia, the Companion changes the identity 
  of this captain to Ulthoon, Xardorok's eldest son, who 
  was otherwise executed by his father years ago. This 
  change does not impact RoFM, as he died long ago.   
   
  STARTING THE QUEST 
  It is more narratively-satisfying if the party discovers the 
  duergar plot themselves. However, given the sandbox-
  nature of RoFM, they may have never encountered the 
  duergar in Caer-Konig or Easthaven, or met the Cult of 
  Levistus in Caer-Dineval. This leaves you with three 
  choices: a quest issued by a town speaker (as described in 
  RoFM), a quest issued by the party ally (as described in 
  the section above) or steering the adventurers to one of 
  the aforementioned towns.   
  SPEAKER'S QUEST 
  Speaker Duvessa Shane of Bryn Shander is the most apt 
  quest-giver, with Speakers Maxildanarr (Targos), Trovus 
  (Caer-Konig) and even Siever (Caer-Dineval) as close 
  runners-up. The adventurers may have already impressed 
  Duvessa Shane through the Peace Out and Behind Bars 
  quests, in which case she sends for them herself.  
  When issuing the quest to the adventurers, read the text 
  below instead of what is presented in RoFM: 
  "Invisible enemies walk among us. We have seen their 
  boot prints in the snow, and now we know what they are: 
  duergar. These malevolent dwarves of the Underdark 
  have infiltrated Ten-Towns in search of a rare crystal 
  known as chardalyn. With it, they're building a mighty 
  weapon that will lay waste to Ten-Towns if nothing is 
  done to stop it. 
  "Our militia captured one of the duergar and forced it to 
  divulge the location of their mountain stronghold. Therein 
  you will find a duergar warlord named Xardorok 
  Sunblight. He aims to conquer Icewind Dale and destroy 
  us all. For the good of Ten-Towns, will you penetrate the 
  duergar fortress, slay this evil warlord, and destroy his 
  terrible weapon?" 
  This passage is the same as it is in RoFM, but with one 
  simple change: the word "construct" has been replaced by 
  "weapon" so as to preserve the surprise of a massive ice 
  dragon flying out of a mountain fortress.  
  Additionally, if you use Speaker Siever, he has been 
  informed of Xardorok's plan by the Cult of Levistus.  
   
  WILDERNESS ENCOUNTER 
  The Companion holds that the adventurers must face one 
  wilderness encounter on their way to Xardorok's Fortress, 
  as it will force them to be more cautious and compliant. If 
  they reach the fortress with all their resources available, 
  they will be more inclined to just blast their way through. 
  You, of course, know your players better, so trust your 
  judgment. 
  Predetermined Encounter. The Companion suggests 
  that you run one of the encounters below. Roll as you 
  would normally to determine if the encounter occurs 
  during a blizzard.  
  • Chardalyn Berserkers (1d4+1 chardalyn berserkers). 
  This encounter demonstrates the corruptive nature of 
  chardalyn. Remove the ring of the Frostmaiden.  
  • Coldlight Walker (1 coldlight walker). This undead is 
  all that remains of the party's friend who was sacrificed 
  to Auril. Because their face is just a mass of light, they 
  are identified by a ring, tattoo, or similar marking. 
  • Yeti or Crag Cats, which occurs while the adventurers 
  are navigating the Spine of the World. Combine this 
  with the danger of mountain travel with a possible 
  avalanche. The encounter features either 1d4 yeti or 
  crag cats. The Companion suggests using only two of 
  the creatures.   
   
   
  
  6 
  AREAS OF NOTE 
  The following areas of Xardorok's Fortress are of note. 
  An area that does not appear in this section warrants no 
  changes or won't benefit from further details. 
   
  WHERE IS XARDOROK? 
  Xardorok's location should not be left up to chance, nor 
  should he remain stationary. The Companion suggests the 
  following path: 
  • Xardorok is in X24 when the party enters the fortress, 
  barking orders at his engineers. These orders, spoken in 
  Dwarvish, betray the secret of the dragon's critical flaw 
  (see the Chardalyn Heel in Revising Chapter 3); the 
  party can overhear his barking as they pass X9.  
  • The elevator the adventurers use to descend to the Forge 
  Level determines Xardorok's next location. If the party 
  comes from the west elevator, he is in X24 and flees to 
  X29 to make his last stand once the dragon leaves. If the 
  party comes from the east elevator, they meet him in 
  X29; after a round of combat, he retreats into X24 to 
  rally his dragon and soldiers.  
  • Once the dragon takes 20 points of damage, or after three 
  rounds, Xardorok sends the dragon to Ten-Towns. After 
  it leaves, the Muzgardt loyalists launch their coup.  
  • Facing enemies from within and without, Xardorok must 
  cross X24 and make his last stand in, X19.  
   
  AREAS IN SUMMARY 
  The fortress's various areas have been summarized below: 
  X1. Entrance – watched over by a Muzgardt loyalist that 
  lets the party into the fortress and opens the portcullis 
  in X2. 
  X2. Vestibule - 1 duergar watches from the arrow slit into 
  this room, firing off a heavy crossbow (+2 to hit, 1d10 
  dmg). Portcullis blocks the way forward unless the lever 
  in X6 is pulled. 
  X3. Barracks - 8 duergar remain on alert for intruders.  
  X4. War Room – contains the diagram depicting the 
  chardalyn dragon's flight plan. Secret door connects X3 
  to X4 (DC 15). 
  X5. Xardorok's Quarters – contains a secret altar to Deep 
  Duerra (trapped) and a trapped chest containing treasure 
  and the combinations to the locked chests in X37.  
  X6. West Elevator – An invisible duergar loyalist hides 
  here (DC 14 to detect). Also contains the elevator to 
  X13 and X22.  
  X7. Office – empty; captain of the guard is being tortured 
  in X34.   
  X8. Dining Hall - Grandolpha Muzgardt is dining here, 
  watched over by her pseudodragon and three duergar 
  cooks.  
  X9. Portcullis – open pit to forge X26. Xardorok's shouts 
  can be heard from X24.  
  X10. Durth's Quarters – duergar mind master if Durth 
  (son of Xardorok) is present.  
   
   
  X11. Nildar's Quarters – ogre zombie and duergar if 
  Nildar (son of Xardorok) is present. Under Companion, 
  Nildar is a duergar soulblade instead.  
  X12. West Elevator - Contains 4 animated armor that 
  don't pursue foes from this room. Contains elevator 
  linking Area X15 and X30. 
  X13. East Elevator. Contains 2 duergar and 2 duergar 
  hammerers. Contains elevator to X6 and X22.  
  X14. Work Shop - 2 duergar that try to hide from combat.  
  X15. East Elevator - 2 duergar. Contains elevator to X12 
  and X30. 
  X16. Cavern - 4 duergar and an umber hulk. Contains a 
  tunnel to the Underdark. 
  X17. Mines - 3 rust monsters that attack anyone wearing 
  metal armor or carrying metal shields or weapons.  
  X18. Gauntlet - Heavily guarded corridor with arrow slits 
  containing 4 duergar armed with crossbows (+2 to hit, 
  1d10 dmg).  
  X19. Throne Room - 1 quaggoth thonot, 4 quaggoth 
  spore servants, and 1 myconid sovereign. Combat 
  alerts 4 duergar from X19 and 4 quaggoths from X20. 
  X20. Quaggoth Den - 4 quaggoths. 
  X21. Traitors - 2 duergar Muzgardt loyalists.  
  X22. West Elevator - Links X6 to X13. 
  X23. Locked Gate - Open to mines and Underdark. Keys 
  carried by forewoman in X25.  
  X24-26. Several notes:  
  • The four towers are 20 ft. high with 3 duergar apiece (1 
  of which is a Muzgardt loyalist).  
  • 1 duergar forewoman (with the keys to X23 gate) leads 
  6 quaggoths in cleaning up soot 
  • Open shaft leads through X9 to ice gates atop fortress. 
   
  X27. Lizard Pens - 6 giant lizard used as mounts and 
  pack animals. 
  X28. Dungeon - 3 duergar hammerers guard prison 
  cells containing doppelganger and goliath warrior.   
  X29. Temple - Chained, lobotomized mind flayer  
  X30. East Elevator - Links X6 and X13, guarded by a 
  duergar hammerer. 
  X31. Secret Devil - "Klondorn," priest of Deep Duerra but 
  secret barbed devil wearing a hat of disguise.  
  X32. Trap - Bolts of lightning (DC 15 Dex save, 4d8 
  damage). Disabled by lever in X36.  
  X33. Barracks - 15 duergar, 10 of which are Muzgardt 
  loyalists.  
  X34. Torture Chamber - 1 duergar being tortured by 2 
  duergar mind masters.  
  X35. Guest Quarters - Grandolpha's belongings. 
  X36. Guards - 2 duergar hammerers leading to Treasure 
  Vault (X37). 
  X37. Vault - Money, money, money (money!) plus yellow 
  mold. Lock combinations found in X4. 
   
   
  
  7 
  X1. ENTRANCE 
  After the adventurers fail to open the door, provided that 
  they don't resort to a knock spell, read the following: 
  The wind slips along the Spine of the World, its bitter 
  touch cutting through your garb. The door to this obvious 
  lair refuses to budge, no matter your strength or 
  cunning—and as you look down whence you came, you 
  can't help grit your teeth with frustration.  
  Is this your destiny? To brave the tundra and mountains 
  only to be stopped by a stone of bloody— 
  There comes a groan of metal, of gears moving from 
  within the stone walls, punctuated by a sharp steel shriek. 
  The doors open on their own accord, revealing a grim hall 
  choked with smoke.  
  Have the gods helped you? Or have you been welcomed 
  into a trap? 
   
  X2. VESTIBULE 
  Once the duergar are alerted, roll initiative. The party has 
  one round to clear Area X2 or the guards close ranks on 
  the vestibule's door. On that same turn, the original guard 
  that alerted her brethren makes a heavy crossbow attack 
  against an adventurer from the safety of the arrow slit (+2 
  to hit, 1d10 piercing damage). 
  Although the traitorous duergar in X6 can also pull a 
  lever to open the portcullis in X2, he waits (for the sake 
  of narrative). Once the duergar rally, they fire potshots 
  through the portcullis, smug and sure that they've pinned 
  their foes—and then the traitor opens the portcullis, 
  astounding the duergar assembled there. 
  Tactics. The duergar employ these tactics during the 
  battle. Assume, given the defensive nature of their station, 
  they all have been armed with heavy crossbows.  
  • At first, the duergar form ranks behind the portcullis, 
  which grants them three-quarters cover, and trade off 
  firing arrows through the bars. At initiative count 10, 
  the traitor in X6 opens the portcullis.  
  • If the duergar were not forced back after the portcullis 
  opens, one duergar uses his Enlarge ability to increase 
  his size to Large and block the path forward. Two more 
  duergar remain with him; the others scramble back to 
  the arrow slit in X3.  
  • In X3, the duergar trade the arrow slit: they move in, 
  shoot their crossbow, and make room for the next guard 
  to fire theirs.  
  • If the three duergar in the hallway beyond X2 are slain, 
  or if the adventurers leave the vestibule, they scramble 
  back to overwhelm them in the hallway. As they run 
  towards the adventurers, they hurl javelins.  
  • Remember that another creature can provide half-cover. 
  If the duergar are interposed between the adventurers 
  and other enemies, both sides get a +2 bonus to their AC 
  and Dexterity saving throws. 
   
  X4. XARDOROK'S WAR ROOM 
  Because of how crucial it is for the adventurers to know 
  the dragon's flight path, do not impose an ability check to 
  recall it. If they witness the figurine move through its 
  course, they can recall it perfectly. 
   
  X6. GUARD POST 
  Read the following if the duergar hiding here is detected: 
  In the gloom and silence, you hear the flap of a fur cloak 
  ruffled by the wind. Just as soon as you hear this, the 
  sound is stifled. You are drawn to the presence of an 
  invisible dwarf hiding in the corner. 
  If the adventurers attack Dreck, he shouts, "You stop!" 
  Roleplaying Dreck. This Muzgardt loyalist speaks only 
  nine words of Common: stop, nice, me, you, here, there, 
  good, bad, and okay. He can't communicate the intricacies 
  of the Muzgardt Conspiracy beyond "Grandolpha good! 
  Xardorok bad!" (the former sentiment is punctuated with 
  a thumbs-up, the latter with a thumbs-down). 
  The adventurers should not underestimate Dreck by his 
  lack of vocabulary; he is a cunning individual. Once they 
  leave, he informs Grandolpha in X8 of the adventurers' 
  presence. He doesn't lead them to her out of fear that they 
  will cut her down.  
  If the adventurers wish to find Xardorok, Drek points to 
  the elevator and says, "There!" 
   
  X7. OFFICE OF THE CAPTAIN OF THE GUARD 
  The captain of the guard quickly scrawled a note before 
  Xardorok came to imprison her. The purpose of this note 
  is to inadvertently communicate Xardorok's name and his 
  growing paranoia to the adventurers.  
  The note, written in Dwarvish, reads "To those that read 
  this, trust that I did not do it—I did not betray our Lord 
  Xardorok. Do not believe the lies! He sees enemies in 
  every shadow now! I hear the footfalls; he is coming. This 
  will be my end—and I go to it insisting I am his faithful 
  servant now, as I've always been. I've no gods to beseech, 
  no forgiveness to beg, for I have done no wrong!" 
  Minor Revision. To demonstrate Xardorok's growing 
  paranoia, the Companion suggests changing the identity 
  of the captain of the guard to Xardorok's eldest son, 
  Ulthoon (who would otherwise already be dead, executed 
  by his father years ago, as noted in Xardorok's lore). If 
  you institute this change, the note begins with, "To those 
  that read this, trust that I did not do it—I did not betray 
  our lord Xardorok! I did not betray my father!"  
  THREE-QUARTERS COVER 
  The duergar in X3, X6, and X18 have three-quarters cover 
  when behind portcullises or arrow slits. A target with three-
  quarters cover has a +5 bonus to AC and Dexterity saving 
  throws. A target has three-quarters cover if about three-
  quarters of it is covered by an obstacle.  
  
  8 
  X8. PRIVATE DINING HALL 
  Add the following to the read-aloud text in X8: 
  Upon seeing you, the wizened dwarf crone offers you 
  what may have once been a smile. "Welcome. Join me, if 
  your stomachs are empty. I am Lady Grandolpha of Clan 
  Muzgardt. Perhaps you have heard of our famous brews?" 
  Remember that Grandolpha is fluent in Common, making 
  any conversation with her easy.  
  Roleplaying Grandolpha. The grand dame is jaded and 
  proud. She still considers herself young and fair—or even 
  simply "ageless." Very little can intimidate her, for she 
  has spent her life in the cutthroat city of Gracklstugh.  
  Grandolpha willingly shares the information below, as 
  noted in RoFM. The bullet points below correspond to the 
  same order in RoFM. She does not reveal that some of 
  Xardorok's soldiers have pledged loyalty to her—even if 
  she wishes to propose an alliance with the adventurers. At 
  most, she says, "You and I have no qualms; I have 
  committed no crimes except accepting an invitation by a 
  widower. Come and go as you please; Lord Xardorok will 
  not hear from me." She might even add, "You won't have 
  to worry about Xardorok for long."  
  • "When he isn't trying to win my affection, Xardorok is 
  berating his forgemasters." 
  • "Xardorok has devised a dragon of black ice. The beast 
  is clever and obedient, but unable to react quickly to 
  new situations. Its path of destruction has already been 
  set in stone, I'm afraid."  
  • "Monsters from our beloved Underdark have been lured 
  up and domesticated for… well, the most promising is 
  a myconid sovereign whose spores may animate the 
  dead into faithful, if dim, soldiers."  
  • "My dear host has proposed—repeatedly—an alliance 
  between my clan and his. An alliance to be sealed in 
  marriage. As if I would give myself to that brute." 
   
  Exit Stage Left. If Grandolpha fears for her life, she 
  polymorphs herself into a gnat and flits away. A character 
  that attempts to snatch her must succeed on a DC 23 
  Dexterity check, and they must have at least one hand 
  open. Catching her deals 1 point of bludgeoning damage, 
  which causes her to revert to her true form.   
   
  COMPANION REVISIONS 
  Utilizing the Companions revisions, Grandolpha can also 
  tell the adventurers that the chardalyn dragon has yet to 
  embark on its path of destruction—but the time is nigh. 
  She does not know that a critical flaw has been detected 
  in its design (see The Chardalyn Heel).  
  Xardorok's Flight. If Xardorok faces defeat in either 
  X19 or X29, he flees to this area via an elevator. If the 
  adventurers give chase, they arrive just in time to see 
  Grandolpha pull the knife from Xardorok's back. Read the 
  following, starting from when they pursue him: 
   
   
  Xardorok cannot escape! Alas, the dwarf lord has made it 
  to the elevator. By when you throw open the chamber's 
  door, the cage has already ascended, giving you a glimpse 
  of his boots. "Not this day, 'heroes!'" he shouts. "I am one 
  with Deep Duerra!" 
  It is another minute before the elevator returns. Piling 
  into it, you ascend to the next level, following Xardorok's 
  blood trail. Even through the haze, you can make out the 
  stains; they are stark against the hewn stone. 
  Racing through the halls, you follow the crimson stains 
  to the dining hall—arriving just in time to see Grandolpha 
  wrench the knife from Xardorok's back. The dagger has 
  clearly pierced his lungs, for the duergar lord merely sighs 
  and collapses, the words "Deep Duerra" on his lips. 
  Grandolpha Muzgardt gives you a strange, half-smile. 
  "Well, I suppose that went better than expected."  
  It is up to you whether Grandolpha calls a ceasefire with 
  the adventurers, allowing them to leave unmolested, or if 
  she turns on them next. The Companion advocates the 
  former.  
   
  X9. PORTCULLIS 
  When the adventurers pass by this area, they hear noise 
  from the forge below—specifically Xardorok shouting at 
  his engineers.  
  Noise echoes out from the open pit beyond the portcullis, 
  borne on the back of the very smoke that poisons this 
  place. You hear the ring of hammers, the roar of a forge, 
  the shouts of a frustrated taskmaster, and, mysteriously, 
  the distant sound of a thunderous heartbeat.  
   
  To an adventurer fluent in Dwarvish, add the following: 
  Through the din below, you can piece together the task-
  master's shouts: "Has it been fixed yet, Thontara? For yer 
  sake, I hope this mistake was not intentional." 
  A woman shouts back, "No, my Lord Xardorok! Never! 
  I swear on the lives of my sons—" 
  "On your sons? Hmm… That can be arranged. Finish 
  your tasks, forewoman, and pray no treachery is found 
  this day… Mrod and Kolbrak suffer if dark secrets come 
  to light." 
   
  X10. DURTH'S QUARTERS 
   
  COMPANION REVISION 
  Unless he has already been slain, Durth has been recalled 
  from Easthaven by his father—in his paranoia, Xardorok 
  has begun to suspect his sons of treachery and would 
  rather keep them under his supervision. Durth has the 
  statistics of a duergar mind master and shrinks himself 
  when he hears intruders come to his room.  
  The Companion forces Durth's return to add a new level 
  of intrigue to this chapter. With Ulthoon replacing the 
  identity of the captain of the guard (see X7), Durth has a 
  new goal: liberate his brother and flee from his insane 
  father. If Nildar is alive and present too, the brothers work 
  together to save Ulthoon from Area X34.  
  
  9 
  In the light of his brother's predicament, Durth doesn't 
  care if the adventurers thwarted him earlier, no matter 
  how much his father punished him.  
  If Durth is discovered, or the party finds Nildar in the 
  next chamber, he reveals himself (but remains Tiny). In 
  Common, he tells the adventurers, "Stay your hands—for 
  today, we are not your enemies. Spare us, we brothers, 
  who must rescue our beloved kin from the clutches of our 
  mad father." 
  If the adventurers agree, Durth gives the party a detailed 
  layout of the fortress; however, he directs them to areas 
  where they're sure to be detected—he needs a distraction 
  to liberate Ulthoon from X34.  
   
  THE MUZGARDT CONSPIRACY 
  After Grandolpha launches her coup, she visits Durth's 
  quarters (if he is present) to slit his throat. However, he 
  escapes by shrinking himself.  
   
  X11. NILDAR'S QUARTERS 
  If Nildar is present when the adventurers enter this area, 
  he shouts, "You again!" in Common and leaps into battle, 
  his ogre zombie right behind. On his first turn, he grows 
  to a size of Large.   
   
  COMPANION REVISIONS 
  In Chapter 1 of the Companion, Nildar was changed to a 
  duergar soulblade. Additionally, as described in Area 
  X10 above, Nildar's eldest brother, Ulthoon, is being 
  tortured in Area X34 on Xardorok's orders. Nildar and 
  Durth hunger to save him from their mad father's wrath.  
  Nildar's first instincts are to kill the adventurers, but his 
  brother, appearing behind them (while being Tiny), stays 
  his hand. Read the following; omit the last section if no 
  adventurer understands Dwarvish: 
  The duergar's head snaps over to you and he snarls, "You 
  again!" in Common. Immediately, his hands are wreathed 
  in violet energy that he shapes in the form of two blades. 
  As he and his undead ogre launch themselves into battle, 
  a voice shouts out, "Nildar!" Behind stands another 
  duergar, but one that has been shrunk to the size of a pixie. 
  Compared to his enlarged comrade, the scene is almost 
  comical.  
  "Stay your blades, brother!" he shouts in Dwarvish. 
  "Ulthoon must be saved, and it is through these pawns that 
  we may rescue him!"  
  See X10 above for Durth's plans the information he can 
  share with the adventurers in return for a cease-fire.  
   
  THE MUZGARDT CONSPIRACY 
  After Grandolpha launches her coup, she enters Nildar's 
  quarters (if he is present) and slits his throat. The ogre 
  zombie manages to score one glancing blow against her, 
  reducing her hit points by 14 but she otherwise escapes its 
  wrath.  
   
  X16. NORTHWESTERN CAVERN 
  When the duergar rip the sack from the umber hulk's 
  head, one cackles and shouts in Dwarvish, "Deal with this, 
  vagrants! Ha!"   
  If the adventurers are hot on the heels of Xardorok, the 
  umber hulk delays them long enough for the lord to reach 
  his throne room and lock the doors  
   
  X18. GUARDED CORRIDOR 
  The duergar have three-quarters cover while behind their 
  arrow slits, which grant them a +5 bonus to their AC and 
  Dexterity saving throws.  
  Doors. A hole has been carved into each of the stone 
  doors leading to X19. Each hole is big enough for a hand 
  to slip through; the duergar loop a chain through the doors 
  from within X19, locking them.  
  Lock. The Companion adds an iron padlock to this area 
  for added difficulty; the adventurers must break or unlock 
  it while being peppered with crossbow bolts. The padlock 
  can be broken with a DC 20 Strength check, if struck with 
  a blunt object, or opened with a DC 14 Dexterity check 
  using thieves' tools. The lock also has an AC of 15, 20 hit 
  points, and immunity to poison and psychic damage. The 
  chain has 10 hit points. It can be burst with a successful 
  DC 20 Strength check. 
   
  X19. CHARDALYN THRONE 
  This area may be the site of Xardorok's last stand.  
   
  THE MYCONID AND QUAGGOTHS 
  Pleurota is chained to its post and cannot move; however, 
  if the party attacks the quaggoths, the myconid musters 
  the last of its strength to unleash Pacifying Spores at one 
  quaggoth (DC 12 Con. save or be stunned for 1 minute) 
  on the first round, and then Hallucination Spores on the 
  third round, targeting another quaggoth within 5 feet of it 
  (DC 12 Con. save or be poisoned and incapacitated for 1 
  minute). Afterwards, it crashes in exhaustion.  
  Roleplaying the Myconid. Pleurota can communicate 
  with the adventurers through its Rapport Spores. You can 
  use the sample dialogue below to voice it: 
  • "The quaggoths have thrown their lot in with the mad 
  duergar, and together they intend to harvest the Under-
  dark for their own dark agenda." 
  • "They have milked me of my reanimation spores, using 
  them to turn their dead into faithful minions. At first… 
  I was weak and gave freely. When I refused…"  
  • "The duergar king is insane; I have seen him butcher his 
  own kin to make a point. It is the throne, I fear. The 
  black ice… Even from here I can hear its maddening 
  call." 
   
  At your discretion, Pleurota "bleeds out" at the end of 
  this conversation. Its last words are, "I am glad I could be 
  here to partake in justice. I go now to the Colony in the 
  Endless Dark…" 
   
  
  10 
  COMPANION REVISIONS 
  Provided you utilize the changes made by the Companion, 
  Xardorok makes his last stand here in X19, unless the way 
  is cut off, otherwise he makes his last stand in X29. 
  Xardorok hungers for the touch of his throne, for the 
  touch of chardalyn, whose embrace gives him strength 
  and peace of mind. The duergar is, in a way, addicted to 
  it. If he manages to get to this area before the party, he 
  mounts his throne one last time before meeting them in 
  battle. Read the following:  
  The room is choked with smoke. There upon a misshapen 
  throne sits the duergar lord himself. With a start, you 
  realize that this throne is made of the very same material 
  as the dragon—chardalyn, the black ice.  
  You feel it—a beck whose call you just barely resist 
  answering. The ice… It is not alive, but it is calling to you, 
  nonetheless. Your heart begins to race in its presence. Its 
  overpowering call slips through your mind and settles in 
  your very bones. Its presence is wrong, just wrong—and 
  Xardorok is sitting on it. You can see in his eyes the 
  madness that has surely bloomed from prolonged 
  exposure to this foul ice. You can see it like a torch in the 
  night, shining in all its manic glee. 
  The duergar's voice floats down from on high. "So, it 
  has come to this. Deep Duerra guide my blows." 
  Xardorok points his gauntleted fist at you—unleashing 
  a blast of eldritch force! 
  Xardorok's reinforcements arrive on the first round of 
  combat. They consist of the four duergar in X18 and the 
  four quaggoths in X20, although if Krob (the quaggoth 
  thonot is dead) the quaggoths discover his corpse four 
  rounds into combat and abandon Xardorok.  
  Tactics. On his first turn, Xardorok Enlarges himself. 
  On his second turn, he casts hold person. If the target 
  succumbs to the spell, he wails on them the next round 
  with his Spiked Gauntlet, automatically scoring critical 
  hits against the target.   
  If defeat is likely, Xardorok flees to X22 and takes the 
  elevator to X6. Thereafter, he goes to Grandolpha in X8. 
  If the adventurers give chase, they arrive just in time to 
  see Grandolpha pull the knife from Xardorok's back. See 
  X8, jumping to the description in the final section.  
   
  X21. TREACHEROUS GUARDS 
  The Muzgardt loyalists here don't speak Common. If the 
  adventurers are allowed to pass by, read the following: 
  As you wade hesitantly into the smoke, you see two 
  guards leaning against the wall, one reading a tome, the 
  other busy crocheting a scarf.  
  At once, they notice you—but rather than draw their 
  weapons, they look at each other and break out in 
  conspiratorial grins. They look at you and nod. With a 
  half-made scarf in his hand, one guard says, "Xardorok" 
  and points to a set of nearby doors.  
  If any of the adventurers speak Dwarvish, the loyalists tell 
  them, "Do us all a favor and cut down this mad king." The 
  duergar then move onto X22 so they can establish an alibi 
  elsewhere, in case the adventurers fail to kill Xardorok.  
   
  X23. OUTER GATE 
  As this gate must be opened to gain access to Xardorok's 
  throne (unless one uses the west elevator), assume that 
  Xardorok has a set of keys himself, in addition to the 
  duergar forewoman in X25.  
   
  COMPANION REVISIONS 
  To facilitate Xardorok's mad dash to his throne room, the 
  Companion grants him the ability to cast arcane lock and 
  knock, requiring no material components. He can only 
  cast these spells once a day each. 
  This change allows him to throw open the doors and 
  then quickly shut them again, which then slows down the 
  party so that Xardorok may be met in his throne room 
  during the final battle.  
   
  X24-26. FORGE 
   
  COMPANION REVISIONS 
  If you utilize revisions made by the Companion, then the 
  chardalyn dragon is present; once it has taken 20 points 
  of damage (or after three rounds of combat), Xardorok 
  orders it to fly off to Ten-Towns; he can't afford for it to 
  be destroyed now and has been assured by Deep Deurra 
  (Asmodeus, or perhaps even Levistus himself) that he can 
  defeat the adventurers with "her" blessing.  
  Without a doubt, the dragon makes this battle incredibly 
  difficult for the adventurers, hence why the Companion 
  advocates starting them at 6th level first. If the duergars' 
  numbers are too much for your table, have the dragon 
  accidentally crush or vaporize some whenever it moves or 
  attacks. Exercise restraint here and remember to present 
  the dragon's flaw (as described in Chardalyn Heel).   
  When the adventurers first lay eyes on the dragon, read:  
  It was so still your eyes almost glided over it. The beast 
  cannot be alive; you can see that it is forged from black 
  ice—but still the dragon's head moves, its golden eyes 
  tracking your movement. It is alive and it sees you.  
  "Behold!" Xardorok Sunblight shouts, casting his hand 
  to the behemoth. You instantly notice his gauntlet is 
  forged from the same black ice. "Behold your doom! The 
  doom of Icewind Dale!" 
  The dragon's head twitches. There comes a gurgling 
  sound, as if it were drawing in a breath. Its rubbery wings 
  unfold and the dragon roars with such fury, you risk going 
  deaf! Its belly glows with light so radiant, you cannot help 
  but shield your eyes or go blind! It is wrath incarnate, the 
  perfect weapon of mass destruction, and it has been set 
  against you! 
  "Doom soars on dragon's wings!" Xardorok shouts! 
  
  11 
  Xardorok adds, in Dwarvish, "Soldiers of Clan Sunblight! 
  Attack!" The thirteen duergar in this area stiffen and 
  prepare for battle.  
  Positioning: East. If the adventurers arrive to the Forge 
  Level from the east elevator (X30), the positioning for this 
  battle changes in the following ways: 
  • Xardorok is found in X29. After one round of combat, 
  he flees to X24 to rally his soldiers for battle. Once the 
  dragon has left, Xardorok flees for X19 through X23, 
  using a knock and arcane lock spell to open and then 
  shut the gate.  
  • The chardalyn dragon is on X25, being attended to by 
  four duergar engineers. They are busy attempting to fix 
  the dragon's newly-detected flaw (see The Chardalyn 
  Heel above). It crushes them in its first movements.  
  • The three duergar positioned on the southeast tower are 
  near enough to target the adventurers with javelins.  
   
  Positioning: West. If the adventurers arrive to the Forge 
  Level from the west elevator and traipse through X19, the 
  throne room, the positioning and nature of this battle will 
  change in the following ways: 
  • Xardorok is standing atop the assembly platform (X25), 
  which is 10 feet high. The dragon is next to him, as are 
  four unarmed duergar engineers that are attempting to 
  fix the dragon's flaw (see The Chardalyn Heel above). 
  These poor souls are crushed beneath the dragon's first 
  movements.  
  • The duergar positioned on the west tower can target the 
  adventurers with javelins, but the rest are too far away. 
  The Muzgardt loyalist on each other tower convinces 
  his brethren to hold back.  
  • Once the dragon is gone, Xardorok makes a dash to X29, 
  where he awaits the adventurers with Klondorn at his 
  side. 
   
  Tactics. The following tactics are used throughout this 
  titanic battle: 
  • The chardalyn dragon hesitates on the first round of 
  combat, doing nothing. The construct has never been in 
  a conflict before and must adjust to the situation; while 
  it prepares, its fiery heart glows. The dragon gathers the 
  energy for its Radiant Breath, which it unleashes on the 
  second round of combat. The dragon's aim is off; targets 
  in the blast take half damage on a failure and no damage 
  on a success. This initial attack vaporizes all the duergar 
  in one watch tower. On its later turns, if the dragon's 
  Radiant Breath isn't available, it flies over to rake its 
  claws at a creature. In this battle, the dragon doesn't use 
  its Malevolent Presence ability.  
  • Frightened by the dragon, the six quaggoths in X25 flee 
  to the Underdark (if X23 is open) or cower in X27. 
  • With one tower vaporized, the remaining nine duergar 
  are initially in disarray, but they rally on the third turn 
  of battle, hurling their javelins if within 120 feet, or 
  growing to Large size as they rush into combat. The 
  Muzgardt loyalists, of course, don't contribute to the 
  battle and even hurl javelins at other duergar. 
  • Two duergar in X18 are armed with heavy crossbows 
  (+2 to hit, 100/400 ft., 1d10 piercing damage) and fire 
  from their arrow slits. They have three-quarters cover. 
  Assume they take their shots at initiative count 15 and 
  5 (losing initiative ties).  
  • Xardorok fires off eldritch blasts until he is met in melee 
  combat. Once the dragon leaves (after sustaining 20 
  points of damage or at the start of the fourth round of 
  combat), he must make it to either X19 or X29.  
  • At the start of the fourth round of combat, the three 
  duergar hammerers in X28 arrive from the north.  
   
  X28. DUNGEON 
  If the three duergar hammerers are present, read: 
  There is no masking the sight and stench of a prison. Cells 
  line the walls, rank with filth and excrement. Interspersed 
  along the wall are three constructs: stone-carved dwarves 
  featuring glass panels in their chests, within which writhe 
  anguished duergar—as if one's torment powers the very 
  machine it is trapped in. 
   
  THE DOPPELGANGER 
  The thing pretending to be Pekoe Quint presents itself as 
  a pitiful person in dire need of mercy. Wearing a veneer 
  of cowardice that can slip off the moment it must strangle 
  someone to get what it wants, the doppelganger does 
  whatever it can to ensure the adventurers free it. There is 
  no promise it won't make or insult it won't weather.  
  The doppelganger's cell is right at the entrance of the 
  dungeon, which gives him a front-row view of the forge, 
  as well as an angle on the Temple of Deep Duerra (X29). 
  He has witnessed countless comings-and-goings, has 
  memorized the guards' schedules, and can warn the party 
  of the trap in X32. He also knows Xardorok's image and 
  can shapeshift into the duergar lord; however, he speaks 
  neither Dwarvish or Undercommon and thus, his ruse 
  must be a silent one.  
  If "Pekoe's" true nature is discovered, the doppelganger 
  suggests that they perform a hostage situation, with him 
  shapechanging into Xardorok.  
  For an added twist, instead of masquerading as "Pekoe 
  Quint," the doppelganger wears the appearance of some-
  one the adventurers already know, but thought was dead. 
  Review the characters they've met thus far in RoFM. If a 
  character has the Pirate Cannibal secret, the doppelganger 
  may be presenting as one of their former crewmates. 
   
  THE GOLIATH 
  A proud warrior that cannot and will not be cowed by the 
  threat of violence, Kapanuk takes every opportunity to 
  shout at his captors. When he hears someone enter the 
  dungeon, he shouts in Common, "I am Kapanuk Talltree 
  of Clan Thuunlakalaga and you will release me, cowards! 
  I challenge your chief to battle! Free me and we shall see 
  whom the gods know is right and just!"  
   
   
  
  12 
  Kapanuk's cell is on the far eastern wall. Therefore, he 
  has little knowledge of the forge or the duergar. If he is 
  freed and armed, the goliath warrior will fight alongside 
  the adventurers, even if it will cost him his life. He is fond 
  of battle cries such as "Thuunlakalaga forever!" or "To 
  death, we smile!"   
  A Goliath Problem. If you intend to feature the goliath 
  feud (see the A Goliath Problem quest, Skytower Shelter, 
  and Wyrmdoom Crag in Chapter 2), consider changing 
  Kapanuk from Clan Thuunlakaga to Akannathi; rescuing 
  him is enough for Chief Arn to at least hear the party out 
  if they arrive to Skytower Shelter.   
   
  X29. DEEP DUERRA'S TEMPLE 
   
  LOBOTOMIZED MIND FLAYER AND THE DEVIL PRIEST 
  While the party is here, Klondorn arrives from X31 to the 
  southwest. As his footsteps echo out across the stone, the 
  illithid telepathically whimpers. Read: 
  A slab of stone is dropped in the next room, shattering, 
  followed by a string of Dwarvish cuss words. You hear 
  another slab shatter, then a third, as if whatever person 
  lurking in that chamber cannot control their rage. 
  Then there comes silence, silence punctuated only by 
  footfalls echoing across the stone. The illithid before you 
  does something you never thought their kind could do:  
  It whimpers. 
  Its fear echoes throughout your mind as the stone doors 
  are pulled open and a duergar priest clad in black robes 
  and a dark miter looks inside. "Oh, F'yorl, let us bleed out 
  our sins together once ag—" 
  The secret barbed devil enjoys taking out its frustrations 
  on the illithid; having made an error on one of its granite 
  slabs in the other room, it decides now is the perfect time 
  for it and F'yorl to "bleed together." 
  Klondorn only attacks the intruders if he is threatened; 
  his fiendish pride cannot weather such mortal audacity.  
   
  COMPANION REVISIONS 
  This area may be the site of Xardorok's last stand. If the 
  adventurers arrived from the west elevator, effectively 
  cutting him off from his throne room, Xardorok instead 
  flees here after the dragon leaves and the Muzgardt coup 
  is launched.  
  Xardorok's Last Stand. When Xardorok makes his last 
  stand here, it is with Klondorn at his side (if the fiend still 
  lives). The barbed devil only fights until it is certain that 
  defeat is certain; it then abandons him. It also abandons 
  him if it is reduced to 50 hit points. If it takes 30 points of 
  damage or is knocked prone, its hat of disguise falls off, 
  revealing its true nature. This shocks Xardorok to his core, 
  and, for a moment, he questions whether Deep Duerra has 
  been the one whispering to him all along or not.  
  While in this area, Xardorok benefits from the Psychic 
  Conquest trait; he deals an extra 5 (1d10) psychic damage 
  to any creature he hits with a weapon attack, and he 
  regains a number of hit points equal to the amount of 
  psychic damage dealt. 
   
  X31. DEVIL IN DISGUISE 
  See X29; the Companion has Klondorn enter that area, 
  rather than stay here in X31.  
   
  X32. TRAPPED HALL 
   
  THE MUZGARDT CONSPIRACY 
  If the duergar in X33 are lured to X24 by the sounds of 
  battle, nine Muzgardt loyalists hang back while one of 
  their ilk turns on the trap in this area to kill them.  
   
  X33. LOWER BARRACKS 
  When the fifteen duergar here rally for battle, one shouts, 
  "To arms, brothers! For Clan Sunblight!" This duergar is 
  a Muzgardt loyalist who heads to X36 to turn on the trap 
  in X32, killing the five soldiers faithful to Xardorok.  
   
  X34. TORTURE CHAMBER 
   
  COMPANION REVISIONS 
  As noted in X7, and numerous times throughout this 
  supplement, the identity of the captain of the guard being 
  tortured her has been changed to Ulthoon, Xardorok's 
  eldest son. By default, Ulthoon was executed long ago, 
  but the Companion saw the opportunity to demonstrate 
  how far Xardorok has fallen if he is torturing his own son. 
  The two duergar mind masters here are waterboarding 
  Ulthoon (using the disgusting ale Clan Muzgardt brews, 
  incidentally). In Dwarvish they shout, "Give up, Ulthoon! 
  Your attempted patricide comes to light this day!" or 
  "Who else is in on the coup against your father?" 
  If Nildar and Durth (see Areas X10 and X11) are alive 
  and present in the fortress, they intend to liberate Ulthoon 
  and flee into the Underdark. The duergar mind master 
  and duergar soulbade can be found here. Either they 
  have already arrived, or they arrive just behind the party 
  and aid them against Ulthoon's tormentors.  
   
  X36. DUERGAR HAMMERERS 
  If the duergar in X33 rush out to battle in X24 via X32, 
  nine Muzgardt loyalists hang back while one turns on the 
  trap in X32 here, killing them instantly. They leave the 
  trap on and instead rush to the towers in X24 to help their 
  traitorous kin dispatched non-conspirators.   
   
   
  
  13 
  APPENDIX A: MAGIC ITEMS 
  The following magic items are present in this chapter: 
   
  HAT OF DISGUISE 
  Wondrous item, uncommon (attunement) 
  While wearing this hat, you can use an action to cast the 
  disguise self spell from it at will. The spell ends if the hat 
  is removed. 
  Location. This magic item is worn by Klondorn, the 
  barbed devil masquerading as a priest of Deep Duerra. 
  He is normally found in Area X31 (see Ch. 3). 
   
  CLOAK OF ELVENKIND 
  Wondrous item, uncommon (attunement) 
  While you wear this cloak with its hood up, Wisdom 
  (Perception) checks made to see you have disadvantage, 
  and you have advantage on Dexterity (Stealth) checks 
  made to hide, as the cloak's color shifts to camouflage 
  you. Pulling the hood up or down requires an action. 
  Location. See Ch. 3, Xardorok's Fortress, X37 (this 
  version of the cloak is a piwafi, a drow-equivalent that 
  loses its magic if it is exposed to an uninterrupted hour of 
  sunlight).  
   
  POTION OF HEALING 
  Potion, common 
  You regain 2d4 + 2 hit points when you drink this potion. 
  The potion's red liquid glimmers when agitated. 
  Location. If the Speaker Naerth Maxildanarr is the 
  party's ally, he provides 1d4+1 potions for their mission.  
   
  WAND OF WEB 
  Wand, uncommon (attunement by a spellcaster) 
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges to cast the web spell 
  (save DC 15) from it. 
  The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the wand's last charge, roll a d20. On 
  a 1, the wand crumbles into ashes and is destroyed. 
  Location. See Ch. 3, Xardorok's Fortress, X37. 
   
  APPENDIX B: BESTIARY 
  The following creatures are present in this chapter: 
   
   
   
   
  
  14 
   
   
  
  15 
   
   
  
  16 
   
   
  
  17 
   
   
  
  18 
   
   
  
  19 
   
   
  
  20 
   
   
  
  21 
   
   
  
  22 
   
   
  
  23 
  APPENDIX C: EFFECTS 
   
  The following effects are present in this chapter, denoted 
  by being underlined in the chapters above: 
   
  WEATHER & ENVIRONMENTAL HAZARDS 
   
  AVALANCHE 
  Wilderness Hazard 
  The following rules can be used for rockslides as well as 
  avalanches. 
  An avalanche is a mass of snow and debris falling 
  rapidly down a mountainside. A typical avalanche is 300 
  feet wide, 150 feet long, and 30 feet thick. Creatures in 
  the path of an avalanche can avoid it or escape it if they're 
  close to its edge, but outrunning one is almost impossible. 
  When an avalanche occurs, all nearby creatures must 
  roll initiative. Twice each round, on initiative counts 10 
  and 0, the avalanche travels 300 feet until it can travel no 
  more. When an avalanche moves, any creature in its space 
  moves along with it and falls prone, and the creature must 
  make a DC 15 Strength saving throw, taking 1d10 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
  When an avalanche stops, the snow settles and buries 
  creatures in it. A creature buried in this way is blinded and 
  restrained and has total cover. The creature gains one 
  level of exhaustion for every 5 minutes it spends buried in 
  the snow. It can try to dig itself free as an action, breaking 
  the surface and ending the blinded and restrained 
  conditions on itself with a successful DC 15 Strength 
  (Athletics) check. A creature that fails this check three 
  times can't attempt to dig itself out again. 
  A creature that is not restrained or incapacitated can 
  spend 1 minute freeing another creature buried in the 
  snow. Once free, that creature is no longer blinded or 
  restrained by the avalanche. 
   
  BLIZZARD 
  Wilderness Hazard 
  The blizzards that ravage Icewind Dale and harry 
  travelers on the mountain pass are reflections of Auril's 
  self-imposed isolation. A blizzard in Icewind Dale 
  typically lasts 2d4 hours, and whenever the characters are 
  caught in one, the following rules apply until it ends. 
  A blizzard's howling wind limits hearing to a range of 
  100 feet and imposes disadvantage on ranged weapon 
  attack rolls. It also imposes disadvantage on Wisdom 
  (Perception) checks that rely on hearing. The wind 
  extinguishes open flames, disperses fog, erases tracks in 
  the snow, and makes flying by nonmagical means nearly 
  impossible. A creature falls at the end of its turn if it is 
  flying by nonmagical means and can't hover. 
  Visibility in a blizzard is reduced to 30 feet. Creatures 
  without 
  goggles 
  or 
  other 
  eye 
  protection 
  have 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight due to blowing snow. 
  Any creature that is concentrating on a spell in a 
  blizzard must succeed on a DC 10 Constitution saving 
  throw at the end of its turn or lose its concentration on the 
  spell unless the creature is sheltered against the elements 
  (for example, in an igloo). 
  Veering Off Course. 
  It's easy to veer off course while traveling through a 
  blizzard, and it's also easy for party members to become 
  separated from one another, which is why the wisest 
  course of action is to stay put and wait for the blizzard to 
  pass. 
  If the characters travel during a blizzard, have the 
  players designate one party member as the navigator. At 
  the end of each hour of travel through the blizzard, the 
  DM makes a DC 15 Wisdom (Survival) check on behalf 
  of the navigator. On a successful check, the party stays on 
  course. On a failed check, the party wanders off course, 
  putting its members no closer to their destination than 
  they were at the start of that hour. If the check fails by 5 
  or more and the party members aren't tied together, one 
  randomly determined party member becomes lost in the 
  blizzard and separated from the others. If the group tries 
  to reunite with its missing member, have the party 
  members (including the missing one) make a DC 15 
  Wisdom (Survival) group check at the end of each hour. 
  If this group check succeeds, the missing party member is 
  found, but no progress is made toward reaching the 
  group's intended destination that hour. The group check 
  can be repeated after each hour spent searching for the 
  missing party member. 
   
  EXTREME COLD 
  Weather 
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must succeed 
  on a DC 10 Constitution saving throw at the end of each 
  hour or gain one level of exhaustion. Creatures with 
  resistance or immunity to cold damage automatically 
  succeed on the saving throw, as do creatures wearing cold 
  weather gear (thick coats, gloves, and the like) and 
  creatures naturally adapted to cold climates. 
   
  MOUNTAIN TRAVEL 
  Navigating the Spine of the World or the slopes of 
  Kelvin's Cairn is particularly arduous because of the 
  unforgiving mountain terrain. At the end of each hour, the 
  character or NPC leading the expedition must make a DC 
  15 Wisdom (Survival) check. On a successful check, the 
  hour's journey was not hindered by weather or terrain. On 
  a failed check, the party comes to an impasse and must 
  backtrack, which costs an extra hour of travel.  
  
  24 
  If the check fails by 5 or more, the party is caught in an 
  avalanche as it backtracks. The avalanche starts 2d6 × 100 
  feet above the characters (see "Avalanches"). 
  The Mountain Travel table shows how fast the 
  characters can move through the mountains on foot or by 
  dogsled. Even in the best of cases, a journey in the 
  mountains takes twice as long as one of the same distance 
  across the tundra. 
   
  MOUNTAIN TRAVEL 
  Method of Travel 
  Distance per Hour 
  Dogsled 
  1/2 mile 
  On foot, snowshoes 
  1/4 mile 
  On foot, without snowshoes 
  1/8 mile 
   
  STRONG WIND 
  Weather 
  A strong wind imposes disadvantage on ranged weapon 
  attack rolls and Wisdom (Perception) checks that rely on 
  hearing. A strong wind also extinguishes open flames, 
  disperses fog, and makes flying by nonmagical means 
  nearly impossible. A flying creature in a strong wind must 
  land at the end of its turn or fall. 
  A strong wind in a desert can create a sandstorm that 
  imposes disadvantage on Wisdom (Perception) checks 
  that rely on sight. 
   
  YELLOW MOLD 
  Hazard 
  Yellow mold grows in dark places, and one patch covers 
  a 5-foot square. If touched, the mold ejects a cloud of 
  spores that fills a 10-foot cube originating from the mold. 
  Any creature in the area must succeed on a DC 15 
  Constitution saving throw or take 11 (2d10) poison 
  damage and become poisoned for 1 minute. While 
  poisoned in this way, the creature takes 5 (1d10) poison 
  damage at the start of each of its turns. The creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a successful save. 
  Sunlight or any amount of fire damage instantly 
  destroys one patch of yellow mold. 
   
  MADNESS 
  Madness can occur in one of three forms: 
  • A character afflicted with short-term madness is 
  subjected to an effect from the Short-Term Madness 
  table for 1d10 minutes. 
  • A character afflicted with long-term madness is 
  subjected to an effect from the Long-Term Madness 
  table for 1d10 × 10 hours. 
  • A character afflicted with indefinite madness gains a 
  new character flaw from the Indefinite Madness table 
  that lasts until cured. 
   
  Curing Madness. A calm emotions spell can suppress 
  the effects of madness, while a lesser restoration spell can 
  rid a character of a short-term or long-term madness. 
  Depending on the source of the madness, remove curse or 
  dispel evil and good might also prove effective. A greater 
  restoration spell or more powerful magic is required to 
  rid a character of indefinite madness. 
   
  SHORT-TERM MADNESS 
  d100 Effects (lasts 1d10 minutes) 
  1-20 
  The character retreats into his or her mind and 
  becomes paralyzed. The effect ends if the character 
  takes any damage. 
  21-30 The character becomes incapacitated and spends the 
  duration screaming, laughing, or weeping. 
  31-40 
  The character becomes frightened and must use his or 
  her action and movement each round to flee from the 
  source of the fear. 
  41-50 The character begins babbling and is incapable of 
  normal speech or spellcasting. 
  51-60 The character must use his or her action each round to 
  attack the nearest creature. 
  61-70 The character experiences vivid hallucinations and 
  has disadvantage on ability checks. 
  71-75 The character does whatever anyone tells him or her 
  to do that isn't obviously self-destructive. 
  76-80 The character experiences an overpowering urge to 
  eat something strange such as dirt, slime, or offal. 
  81-90 The character is stunned. 
  91-
  100 
  The character falls unconscious. 
   
  INDEFINITE MADNESS 
  d100 Flaw (lasts until cured) 
  1-15 "Being drunk keeps me sane." 
  16-25 "I keep whatever I find." 
  26-30 
  "I try to become more like someone else I know—
  adopting his or her style of dress, mannerisms, and 
  name." 
  31-35 "I must bend the truth, exaggerate, or outright lie to 
  be interesting to other people." 
  36-45 "Achieving my goal is the only thing of interest to me, 
  and I'll ignore everything else to pursue it." 
  46-50 "I find it hard to care about anything that goes on 
  around me." 
  51-55 "I don't like the way people judge me all the time." 
  56-70 "I am the smartest, wisest, strongest, fastest, and most 
  beautiful person I know." 
  71-80 
  "I am convinced that powerful enemies are hunting 
  me, and their agents are everywhere I go. I am sure 
  they're watching me all the time." 
  81-85 "There's only one person I can trust. And only I can 
  see this special friend." 
  86-95 "I can't take anything seriously. The more serious the 
  situation, the funnier I find it." 
  96-
  100 
  "I've discovered that I really like killing people." 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyatt Trull/Rime of the Frostmaiden - Companion 3 Sunblight.pdf