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  An introductory adventure comprising four 1-hour episodes.
  Optimized for 1st-level characters.
  A Rime of the Frostmaiden Adventure
  DDAL10-00
  Credits
  Credits
  Designer: Shawn Merwin
  Development: Chris Lindsay
  Editing: Ashley Michaela “Navigator” Lawson
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Jedd Chevrier, Robson Michel, Robin 
  Olausson, Livia Prima, Craig J. Spearing
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Lea Heleotis, 
  Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls, Ray 
  Winninger
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Ma’at Crook, LaTia 
  Bryant, Claire Hoffman, Greg Marks, Shawn Merwin, 
  Will Doyle
  Playtesters: Bill Benham, Justin Donie, Lea Heleotis, 
  Sarah Keortge, Aurora Merwin, Beth Merwin
  ICE ROAD TRACKERS
  A trek toward Icewind Dale turns deadly when an avalanche blocks the 
  heroes’ passage through the Spine of the World.
  Rescued by a menagerie of strange creatures, the heroes are asked to return the favor in 
  exchange for answers about what’s happening in the cold and frozen North.
  
  CRAIG J SPEARING
  Adventure Primer
  Adventure Primer
  This adventure is designed for three to seven characters, 
  levels 1 and 2, and is optimized for five characters with an 
  average party level (APL) of 1. Characters outside this level 
  range can’t participate in this adventure.
   This adventure occurs in Icewind Dale, north of the 
  Spine of the World.
  Background
  ICEWIND DALE has been subsumed in permanent 
  darkness, and the citizens of TEN-TOWNS struggle to 
  survive what they’re calling the EVERLASTING RIME. 
  This curse, leveled by the goddess AURIL, brings even 
  greater hardship than usual to the denizens of the frozen 
  lands of the North.
   An awakened walrus called MOTHER TUSK has 
  brought a group of animals to the safety of the SPINE OF 
  THE WORLD, hoping to protect them from being used by 
  an evil druid to wreak further havoc on the civilized areas 
  of Icewind Dale. Mother Tusk fights against civilization, 
  nature, and otherworldly forces to keep her family safe, 
  and she requests the heroes’ help to stem the threats 
  against everyone.
  Overview
  The adventure’s story is spread over six parts: a prologue, 
  four 1-hour episodes, and a conclusion. Played individually, 
  each episode should be playable in an hour, and the entire 
  adventure should be playable in approximately 4 hours.
   Characters who haven’t yet completed an episode begin 
  with the prologue. Characters who’ve completed all the 
  episodes, or characters who don’t plan to play any more 
  episodes, experience the conclusion at the end of the 
  episode they’re playing.
  Prologue—Avalanche. An avalanche threatens the 
  characters, but they’re led to safety by an odd muskrat. 
  They then meet Mother Tusk who briefs them on four 
  tasks she’d like them to undertake in return for saving 
  their lives during the avalanche.
  Unsure Footing. Mother Tusk asks the characters 
  to rescue one of her children, an awakened otter 
  named Spritzel, who’s been spying on Easthaven. The 
  characters quickly find Spritzel, and some of his otter 
  friends, fleeing from a pack of wolves.
  Cold Welcome. A group of Reghed Wolf Tribe nomads 
  have moved into the forest near Dougan’s Hole, causing 
  trouble for Mother Tusk’s family. Seeking a peaceful 
  resolution, Mother Tusk asks the characters to navigate 
  the trapped territory of these nomads and parley with 
  them.
  Chilled Drinks. A nearby hot spring provides Mother 
  Tusk’s family with access to food and potable water. 
  It’s inexplicably frozen over, and Mother Tusk asks the 
  characters to investigate. The hot spring was clogged 
  and corrupted by the body of an explorer carrying pieces 
  of chardalyn. A wandering clan of gnolls found the body 
  and the chardalyn, and quickly fell prey to its powers.
  Warm Bodies. A cave system south of Bryn Shander, 
  which Mother Tusk’s family uses as a shelter, has been 
  emitting terrifying noises, and she asks the characters to 
  investigate. The characters must navigate the passages 
  of an ancient orcish burial site, where the frozen dead 
  have been awakened.
  Conclusion—Into the Blizzard. When the adventurers are 
  ready to move on, they’re free to travel into Icewind Dale 
  proper to continue their adventures.
  Adventure Hooks
   Adventure Hook 1. The characters are traveling from 
  the Sword Coast into Icewind Dale seeking treasure and 
  adventure.
   Adventure Hook 2. The characters each have a secret 
  they’re hiding from the world and each other, one which 
  drives them into the frozen North.
  
  3
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  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 5 minutes
  n this introduction, the characters’ path into 
  Icewind Dale is blocked by an avalanche as they 
  navigate a pass through the Spine of the World. 
  They’re rescued by a curious animal, which leads 
  to a meeting with Mother Tusk, leader of a strange 
  menagerie of creatures.
   When you’re ready to begin, read:
  As snow and rocks crash down the mountainsides 
  either side of you, you can’t help but wonder if this is 
  how everything ends for you. What brought you here, 
  navigating this dangerous mountain pass, heading north 
  into the frozen lands of Icewind Dale? An opportunity for 
  wealth and power? A dark secret you’re trying to escape? A 
  fresh start? An old connection?
  Whatever brought you here, it seems the rumors might 
  be true. Strange, weather-related phenomena are shutting 
  down travel through the Spine of the World mountain 
  range. Several passes have been blocked, and you thought 
  this one might be clear. And it was, until now.
  As certain death descends swiftly toward you, movement 
  at the corner of your eye draws your attention. A snowy-
  white muskrat gestures frantically, its clawed paws 
  beckoning you to follow. It slides into a fissure in the 
  ground that was hidden under snow and ice.
  Assuming the characters follow the muskrat, they plummet 
  down the fissure just as the avalanche crushes everything 
  in the pass. The characters fall down a vertical tunnel, 
  which turns into a slide. The passage levels out, depositing 
  them in an icy cavern beneath the mountains.
  The icy slide dumps you unceremoniously into a cold 
  cavern. The muskrat stares you in the eye, then wiggles a 
  bit, as if happy to see you survived the close call.
  A voice from deeper in the cavern echoes toward you, its 
  Common marked by a slobbery rasp. “Muskie found you in 
  time. Good fortune!”
  The voice comes from a ten-foot-long walrus resting in 
  the shadows. A walrus calf rests at her side. It starts to 
  wriggle its way toward you, but she pulls it back with one 
  of her long tusks.
  Other creatures then move out of the shadows to 
  examine you. This menagerie includes a variety of animals, 
  everything from snow foxes to wolf pups to avian creatures 
  to reptiles. A few seem to converse with each other as they 
  eye you warily.
  “Excuse my children,” says the walrus. “They’re 
  suspicious by nature. Their lives often depend on it. My 
  children call me Mother Tusk, and you may as well. I saved 
  your lives for a reason.”
  Use the following bullet points to guide the conversation. 
  (Keep an eye on the time if you’re running the episode in an 
  hour or less):
  • Mother Tusk was awakened by a goliath druid from 
  the North. The druid died, and Mother Tusk took over 
  stewardship of the animals in the druid’s care. (This 
  is only partially true. The druid was corrupted and is 
  still alive, and Mother Tusk fled from him with as many 
  creatures as she could recruit. She feared he’d use the 
  animals in a bloodthirsty animal army. She doesn’t wish 
  to discuss this with the characters at this time.)
  • A terrible curse has befallen the lands north of the Spine 
  of the World: the sun refuses to rise. Survival, never easy 
  here, has been made more difficult by this curse.
  • Mother Tusk offers the characters passage beneath the 
  Spine of the World if they agree to perform a task for her 
  once they emerge on the other side, in Icewind Dale.
  The tasks she needs them to perform are as follows. 
  (Each task comprises one of the episodes detailed in this 
  adventure):
  • Search for a scout in Mother Tusk’s family named 
  Spritzel. The young otter may have run afoul of trouble. 
  (Unsure Footing.)
  • Speak to the Reghed nomads who recently moved into 
  Mother Tusk’s area and convince them not to hunt her 
  children. (Cold Welcome.)
  • Investigate what caused a hot spring her family uses to 
  freeze over. (Chilled Drinks.)
  • Explore a nearby cave that’s emitting terrifying noises. 
  (Warm Bodies.)
  Shall We Just Crack On?
  If they agree to perform at least one task, Mother Tusk and 
  her family lead the characters through the tunnels until 
  they reach the open air. She then leads them to a cave, 
  where the Redrun river meets the Redwaters lake. This is 
  her current base of operations.
   Once the characters have chosen a task, proceed to the 
  corresponding episode and continue.
  Lighting in Icewind Dale
  Unless otherwise noted in the adventure, daytime hours 
  provide dim light outdoors, while the nighttime hours are 
  dark. The permanent dusk of Auril’s curse makes the promise 
  of sunlight seem a teasing possibility, but the sun never 
  breaks the horizon.
  Prologue—Avalanche
  Prologue—Avalanche
  
  4
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 50 minutes
  n this episode, Mother Tusk asks the characters 
  to rescue one of her children, an awakened otter 
  named Spritzel, who was spying on the town of 
  Easthaven.
   
  The characters quickly find Spritzel, and some of 
  his otter friends, fleeing from a pack of wolves. The otters 
  take shelter in a cave with ice slides, the wolves in close 
  pursuit. The characters must navigate the ice slides to save 
  the otters before the wolves kill them. Then the characters 
  must survive the cold trip back to Mother Tusk. When the 
  characters choose this task, read:
  Mother Tusk explains what she needs you to do, “I sent one 
  of my children, a young otter called Spritzel, on a scouting 
  mission to watch the happenings in one of the Ten-Towns 
  where the two-leggers dwell. He isn’t back yet. He often 
  gets himself into trouble and I need you to go look for him 
  and make sure he isn’t in danger. We’ve spotted wolves in 
  the area, that could be dangerous for Spritzel.”
  Give the characters the chance to ask questions. Below are 
  Mother Tusk’s answers to the most common questions the 
  characters may ask:
  What Does Spritzel Look Like? “He’s a white-furred otter 
  with a brown patch above his right eye, and he wears a 
  pearl earring.”
  Who Was He Spying On? “He was watching the 
  happenings in the town of Easthaven. A contact in one 
  of the other towns asked me for a favor. But that isn’t 
  important right now.”
  What Will You Give Us for Doing This? “I can only offer 
  you my thanks, as well as the gift of your lives that I 
  already saved once.”
  How Far Away Is Easthaven? “From here, it’s more than 
  ten miles. But I expect Spritzel’s closer than that. Look 
  for tracks as you travel northeast along the shore of 
  Redwaters.”
  Tracking
  When the players head off on the task, read:
  Travel is incredibly difficult in the deep snow. A bitter wind 
  cuts through your clothing, and ice crystals riding the 
  strong breeze sting your eyes.
  Assuming the characters follow directions, it doesn’t take 
  them long to find tracks:
  After you’ve traveled about two miles from Mother Tusk’s 
  shelter, you notice something on the ground. Although the 
  wind pushes snow around, easily spotted animal tracks 
  mar the fresh dusting.
  A successful DC 10 Wisdom (Survival) or Intelligence 
  (Nature) check reveals that the deeper tracks were made 
  by wolves, while the smaller tracks on top of the snow were 
  made by otters.
   At this point, call for a DC 10 group Wisdom (Survival) 
  check. Give advantage to characters with backgrounds that 
  would give them a lifetime of experience tracking things or 
  surviving in harsh winter conditions.
   If the group succeeds, they easily follow the tracks. Go 
  immediately to “Sliding” below. (If all characters succeeded 
  on the check, they all have advantage on saving throws in 
  the “Freezing” section below.)
   If the group fails, they lose the tracks several times and 
  take longer to find the wolves and otters. The cold begins 
  to take its toll. In the “Freezing” section of this episode, 
  the characters have disadvantage on their saving throws. 
  Continue to “Sliding” below.
  Sliding
  When the characters reach the end of the trail they’re 
  following, read:
  Ahead of you, through the blowing snow, a pack of wolves 
  chase a romp of a dozen otters, which weave through and 
  around snow mounds and ice formations.
  As the wolves close in, the sneaky otters zip through 
  holes in the snow-packed earth. The wolves hesitate, but 
  then the lead wolf barks a command, and the wolves leap 
  into the holes as well, baying as they go.
  If the players ask if one of the otters was Spritzel, a 
  successful DC 10 Wisdom (Perception) check confirms that 
  one had a brown patch above its eye and a pearl earring.
   Further, a successful DC 10 Wisdom (Animal Handling) 
  check reveals that the lead wolf was acting strangely, as if 
  it was more intelligent than a normal wolf. (This is because 
  the wolf is awakened, and if the party is Very Strong, it’s a 
  dire wolf.)
  Unsure Footing
  Unsure Footing
  1
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  ROBSON MICHEL
  The Slides
  The characters can quickly reach the holes in the earth, 
  which are large enough for Medium creatures to enter 
  without issue. They hear the growls of wolves and the 
  squeaking of otters echoing up from the depths.
   If the characters jump into the holes, they find themselves 
  on a series of ice slides leading down. Traversing these 
  slides requires a Dexterity (Acrobatics) check. The results 
  of the check for each character determine what happens 
  when they reach the bottom:
   Check
  Result
  5 or lower
  The character lands in a heap at the bottom. 
  They take 3 (1d6) bludgeoning damage from the 
  fall and start combat prone.
  6–10
  The character takes no damage but starts 
  combat prone.
  11–16
  The character navigates the slide successfully and 
  lands on their feet at the bottom of the slides.
  17+
  The character lands in perfect fighting position 
  and has advantage on their initiative roll.
   Inspiration. Ask the players to narrate and describe their 
  characters’ trips down the ice slides. Award inspiration to 
  players who do so with enthusiasm and storytelling skill.
   When all the characters have landed at the bottom of the 
  slides, continue to “Fighting.”
  Fighting
  When you’re ready to continue, read:
  The ice slides end in a chamber flooded with a foot of 
  frigid water. The otters swim adeptly at the far side of the 
  cavern, avoiding the wolves’ snapping jaws. The icy bite of 
  the water seeps up your wet clothes.
  At the back of the cavern, a low, ice-covered shelf rises 
  out of the water.
  For a view of the area, refer to Map A: The Ice Slides.
   Wolves. Four wolves are attacking the otters but are 
  having trouble catching the slippery creatures. The leader 
  of the wolf pack is Vundrel, an awakened wolf sent by her 
  druid master to hunt Mother Tusk and her family.
   When the characters arrive, Vundrel growls at them in 
  deep, snarling Common, “This is our hunt. Find your own 
  food.” That’s all the talking Vundrel does before ordering 
  her packmates to attack the characters.
   Otters. The otters use the Dodge action until the 
  characters intervene. On the third round of combat, once 
  it’s obvious the characters are here to assist them, Spritzel 
  calls on his otter friends to help the characters:
   “Let’s get ’em, mates! What ho!” squeaks Spritzel in 
  Common. The otters don’t have stats, but they work as a 
  team. Each round, they swarm the closest wolf, and the 
  next attack roll against that wolf has advantage.
   Alternately, if one of the characters is in trouble, the 
  otters instead help that character, and the next attack roll 
  against that character has disadvantage.
  
  6
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  DDAL10-00 Ice Road Trackers (v1.0)
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove two wolves.
  • Weak: Remove one wolf.
  • Strong: Add one wolf.
  • Very Strong: Add one dire wolf.
  Saving Spritzel
  If the characters defeat the wolves, Spritzel’s overjoyed. He 
  addresses the characters in a high, squeaky voice humming 
  with overwrought energy:
  “Thank you! We were returning from the town, and we saw 
  a vicious owlbear with black feathers and we ran away, but 
  then we saw the wolves, so we ran from them, but they saw 
  us and chased us and we couldn’t lose them, but we found 
  these tunnels, but they followed us down, but you rescued 
  us—” He stops abruptly. “Wow, you look cold!”
   Treasure. The frozen body of an explorer who died here 
  months ago rests on the back shelf of the cave. The only 
  thing of note on the body are its boots, which are boots of 
  false tracks embroidered with gaudy, but worthless, gems.
  Continue with “Freezing.”
  Freezing
  When the combat ends and the characters (and the otters) 
  are out of immediate danger, a new danger presents itself:
  Dripping wet in the freezing water, the cold of the North 
  seeps into your bones. This frigid water could kill you 
  unless you find a way to get warm and to dry your clothes, 
  but the chamber is flooded with water and there’s nothing 
  to burn. What are you going to do?
  Anyone proficient in Survival or who succeeds on a DC 10 
  Wisdom (Survival) or Intelligence (Nature) check knows 
  the following:
  • Being drenched in cold water then moving through air 
  this cold is most likely fatal in three hours or less.
  • It’s at least a three-hour walk back to Mother Tusk’s 
  location, and that’s only true if someone isn’t slowed 
  from exhaustion. Even an hour in the cold could easily 
  lead to serious exhaustion.
  • Creating a heat source to dry off and warm up is vital to 
  survival at this point. Unfortunately, there isn’t much to 
  burn in a watery cavern.
  Remember, if the party failed their checks to track the 
  animals earlier, their Constitution saving throws to avoid 
  freezing (see below) are made with disadvantage. (If all the 
  characters succeeded on their checks, they have advantage 
  on these saving throws.) The characters have a few choices 
  to make if they want to survive:
   A Cold, Wet Trek. If they just climb out of the tunnels 
  and start back to Mother Tusk’s location, they must succeed 
  on a DC 10 Constitution saving throw or gain a level of 
  exhaustion for each 30 minutes of travel during the 3-hour 
  trek. (That means 6 checks.) If any character gains 2 
  levels of exhaustion, they then move at half speed. Strong 
  characters might carry exhausted characters, but it’s still a 
  huge risk.
   Burning Wolves. The characters can attempt to set 
  the dead wolves ablaze to make heat. This could be 
  done on the ice shelf in the cavern, but the smoke could 
  be dangerous. This allows the characters to dry their 
  clothes and get warm, but they must succeed on a DC 10 
  Constitution saving throw or gain a level of exhaustion 
  from the smoke.
   Climbing the ice slides with the wolves’ bodies is possible 
  but takes effort. Each attempt takes 30 minutes, and the 
  characters must succeed on a DC 12 group skill check. 
  Allow each character to use an ability and skill that makes 
  sense to the overall success of the endeavor. This lets them 
  get the wolves out, where they can burn them without 
  worrying about fumes.
   Wherever they decide to start the fire, they must have 
  the means to start it. Fire magic, dry tinderboxes, or a 
  successful DC 10 Wisdom (Survival) check to light a fire 
  without the proper tools are three options.
   Finding Wood or Other Fuel. If the characters attempt 
  to get to the surface without dragging the wolves, it takes 
  30 minutes to climb out, no check needed. From there, the 
  characters can collect enough fuel with a successful DC 
  10 group skill check. Allow each character to use an ability 
  and skill that makes sense to the overall success of the 
  endeavor. Then they must have a means to start the fire, 
  such as fire magic, dry tinderboxes, or a successful DC 10 
  Wisdom (Survival) check to light a fire without proper tools.
   Otter Assistance. The romp of otters can assist in small 
  ways, but they must do so as a group. For example, they can 
  assist one character in their assigned task. Or alternatively, 
  the otters can huddle around one character to provide them 
  with enough warmth to automatically succeed on their next 
  Constitution saving throw against the cold.
   Magic. Spellcasters will inevitably try to fix the entire 
  problem with cantrips like prestidigitation, druidcraft, 
  or control flames. Allow ingenious uses of this magic to 
  help the cause without completely overcoming the entire 
  challenge. For example, allow 30 minutes of casting one of 
  these spells every round to dry one person’s clothes, giving 
  them advantage on their saving throws to resist the cold. 
  Of course, a character on cantrip duty can’t contribute to a 
  task like moving wolves or searching for fuel.
  Conclusion
  If the characters get back to Mother Tusk’s encampment, she 
  starts a fire to warm them up. Spritzel excitedly recounts the 
  harrowing fight with the wolves and the journey back, and he 
  offers them his earring as a thank you, as well as other small 
  gems and trinkets he’s hidden away in the area. Mother 
  Tusk rewards the characters with two spell scrolls of cure 
  wounds. They can also take a long rest in her care.
   At the end of this episode, if a character has completed 
  two episodes, they may choose to gain a level—or they can 
  decline the level. However, once they reach level 3, they 
  may not play any more episodes in this adventure.
   Another Episode? If the characters plan to continue with 
  this adventure, move on to a new episode.
   Done? Any characters who’ve completed all the episodes 
  or who don’t plan to complete any more episodes can be 
  read Conclusion—Into the Blizzard.
  
  7
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  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 50 minutes
  n this episode, Mother Tusk tells the 
  characters that a group of nomads has moved into 
  the forest near the town of Dougan’s Hole, causing 
  trouble for Mother Tusk’s family. Seeking a peaceful 
  resolution, Mother Tusk asks the characters to parley 
  with these nomads.
   In order the gain the respect of the Wolf Tribe’s leader, 
  Shaktal, the characters must first prove themselves worthy 
  of that respect. If they succeed, they can convince the 
  Wolf Tribe lieutenant to stop hunting Mother Tusk and her 
  family. Failure means the characters didn’t convince the 
  Wolf Tribe to relent, although they can pledge their services 
  as a last-ditch effort to gain Shaktal’s favor. When the 
  characters choose this task, read:
  Mother Tusk points a flipper to the north, “Yonder is a 
  forest we use for hunting and shelter. A group of two-
  leggers moved there not long ago, and now they hunt us. 
  You must talk to them on our behalf, for they only see 
  us as prey. Convince them to leave us in peace, or drive 
  them away.”
  Give the characters the chance to ask questions. Below 
  are Mother Tusk’s answers to the most common ones the 
  characters may ask:
  How Many Are They and What Do They Look Like? 
  “They are many: Mostly human but some goblins as well. 
  They dress like the nomads who come down from the 
  Reghed Glacier to trade, hunt, and forage. They aren’t 
  savages, but they are survivors.”
  What Do You Know About Them? “We know little. They 
  seem to be honorable people. They respect strength over 
  pretty words.”
  How Far Away Is the Forest? “Only three hours on your 
  two feet if you stay on the trails.”
  What Will You Give Us for Doing This? “I can only offer 
  you my thanks, as well as the gift of your lives that I 
  already saved once.”
  Traps Everywhere
  The trip to the forest, north of the Ten-Town known as 
  Dougan’s Hole, is uneventful.
  The oak and pine trees here grow tall and healthy. Newly 
  hewn stumps evidence recent, though not extensive, 
  lumbering activity. A well-trodden footpath provides easy 
  progress deeper into the forest.
   When the players arrive at the edge of the forest, read:
  As the characters move deeper, they see many animal 
  tracks, as well as a few places where animal tracks 
  intersect with human-sized prints.
   A successful DC 15 Wisdom (Survival) check indicates 
  that a group of three or four adult human-sized people and 
  a smaller person felled a large reindeer and dragged it 
  away. It’s easy to follow those tracks to the northeast, once 
  found.
  The First Trap
  As the characters move along, either following the path or 
  the hunting party’s tracks, they come upon a trap. Read:
  Ahead of you, a boot sticks out of a mound of snow. The 
  boot twitches every few moments.
  An owlbear trap has been set 10 feet in front of the boot. 
  The boot twitches because the nomads who set the trap 
  put a chwinga inside to make it look like it’s worn by a 
  living creature. A character who approaches the boot risks 
  stepping into the trap.
   Frahbu the Chwinga. If a character frees the 
  chwinga and treats it well, the little elemental bestows a 
  supernatural charm upon the character who freed it. That 
  character can cast bless at will as a bonus action. The 
  charm becomes inactive at the end of this episode. (Spells 
  granted by charms don’t require spell slots or spellcasting 
  components.)
   After bestowing its blessing, the chwinga disappears into 
  the snow with a wave of its tiny, frost-tinged hand.
  Owlbear Trap
  Simple trap (level 1–4, dangerous threat)
   Part One. The warriors under Shaktal’s leadership 
  placed this trap here to guard against the owlbear they’ve 
  seen lurking in the area. The owlbear trap features a set of 
  iron jaws that spring shut on a creature’s leg when stepped 
  on. The trap is spiked into the ground, leaving the victim 
  immobilized.
  Cold Welcome
  Cold Welcome
  2
  
  8
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  DDAL10-00 Ice Road Trackers (v1.0)
   Trigger. A character steps on the trapped area.
   Effect. The trap makes an attack against the triggering 
  creature with a +8 bonus to hit. On a hit, the target takes 5 
  (1d10) piercing damage and is restrained. A creature can 
  free itself or an adjacent creature by using an action and 
  succeeding on a DC 15 Strength check.
   Countermeasures. The trap can be spotted with a 
  successful DC 15 Wisdom (Perception) check. A successful 
  DC 15 Wisdom (Survival) or DC 10 Dexterity (thieves’ 
  tools) check disables it.
   Part Two. Two rounds after the trap is sprung or 
  deactivated, sharp icicles fall from the pine branches above 
  the trapped area (a 15-foot-square area with the trapped 
  square in the center). All creatures in the area must 
  succeed on a DC 12 Dexterity saving throw or take 7 (2d6) 
  piercing damage from the falling icicles.
  Adjusting the First Trap
  Here are some suggestions for adjusting this scene:
  • Very Weak: Reduce the owlbear trap’s attack bonus to +5, 
  and reduce the DC of the Dexterity saving to avoid the 
  icicles to DC 10.
  • Weak: No change.
  • Strong and Very Strong: The owlbear trap deals 9 (2d8) 
  damage on a successful attack, and the icicles deal 10 (3d6) 
  damage on a failed save.
  The Second Trap
  As the characters continue along the trail, they see an 
  enormous hollowed tree. Read:
  The path you’re following runs directly through the center 
  of an enormous oak that’s been felled and its trunk 
  hollowed to form a tunnel. The tree, 80 feet long and 5 feet 
  in diameter, bridges a 60-foot-wide ravine. The ravine is 
  at least 20 feet deep with steep sides that look difficult to 
  climb. Walking around the ravine doesn’t look like it’d be 
  easy, adding hours to your journey.
  The nomads created this bridge, and also the hollowed log 
  trap within it.
  Hollowed Log Trap
  Simple trap (level 1–4, moderate threat)
  A 10-foot-long section at the center of the tree bridge has 
  been weakened. Anyone stepping on this section causes the 
  log to split at its center, dumping anyone inside or atop the 
  log tunnel into the ravine.
   Trigger. Anyone steps into the center area inside the log.
   Effect. Anyone inside or atop the log must make a DC 10 
  Dexterity saving throw. On a successful save, the creature 
  escapes to nearest side of the ravine. On a failed save, the 
  creature falls into the ravine and takes 7 (2d6) bludgeoning 
  damage.
   Countermeasures. A successful DC 12 Intelligence 
  (Investigation) check reveals the weakened area’s lack of 
  structural integrity. A creature can jump the weakened area 
  or reinforce the log so it won’t split with a successful DC 15 
  Intelligence check using Nature or woodcarver’s tools.
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  JEDD CHEVRIER
   Creatures can also walk atop the hollow log rather than 
  through it. A successful DC 10 Dexterity (Acrobatics) 
  check is needed to walk across the top of the icy trunk 
  without falling.
   The Ravine. A character who falls into the ravine must 
  climb out, which requires a successful DC 10 Strength 
  (Athletics) check. Each check takes 30 minutes, and each 
  failed check gives a character 1 level of exhaustion. A 
  character can gain no more than 3 levels of exhaustion 
  this way.
  Adjusting the Second Trap
  Here are some suggestions for adjusting this scene:
  • Very Weak: The fall deals 3 (1d6) damage, and characters 
  can gain no more than 1 level of exhaustion from climbing.
  • Weak: Characters can gain no more than 2 levels of 
  exhaustion from climbing.
  • Strong and Very Strong: The fall deals 10 (3d6) damage, and 
  increase the DCs for the Dexterity (Acrobatics) check and 
  Dexterity saving throw to DC 12.
  If characters need to cross the ravine without using the 
  current log bridge, they can spend one hour chopping down 
  a tree and positioning it across the ravine. They still must 
  succeed on a DC 10 Dexterity (Acrobatics) check to avoid 
  falling into the ravine.
   After the characters deal with the traps, they can follow 
  the trail to the temporary home of the Reghed nomads of 
  the Wolf Tribe.
  The Wolf Tribe
  After following the trail to the center of the forest, the 
  characters see their goal, the camp of the Wolf Tribe 
  nomads. Read:
  Through the boughs of the pines, you see a crackling 
  campfire. A score of humans, as well as a smattering of 
  goblins, feast on the charred remains of a reindeer. The 
  meal smells delicious.
  Unless the characters succeed on a DC 20 group Dexterity 
  (Stealth) check, the Wolf Tribe scouts perched in trees 
  watching for intruders spot them. Either way, as soon as 
  the Reghed nomads know of the characters’ presence, their 
  leader calls in greeting:
  A woman dressed in white wolf furs addresses you in 
  Common. She pulls back her hood, revealing a dark face 
  framed with white hair. She smiles as she speaks.
  “You’ve done well to find us, and you’re persistent. What 
  brings you here among the Wolf Tribe?”
  The woman is Shaktal, a revered leader in the Wolf Tribe. 
  She serves her chieftain Aluka, who sent her here with 
  scouts to search for sources of food and willing recruits. 
  The current situation has left the tribe weak, to the point 
  where they’ll accept goblins into their ranks. The goblins 
  aren’t evil and have become valued members of the tribe.
  
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  DDAL10-00 Ice Road Trackers (v1.0)
   The Wolf Tribe is the weakest of the Reghed tribes. A civil 
  war is underway between its evil leader Isarr (who styles 
  himself the “Wolf King”), and those who recognize his 
  destructive nature. Shaktal (and her mentor Aluka) hope 
  to band all Wolf Tribe members to fight Isarr and free their 
  people from his tyranny (but that’s a story for another day!).
   If the characters pass along Mother Tusk’s request that 
  the Wolf Tribe refrain from hunting her and her family, 
  Shaktal finds the request curious. She questions how her 
  people are supposed to survive unless they can hunt the 
  animals of the region. The fact that some of the animals are 
  awakened impresses Shaktal, but she insists her people 
  still need to eat.
   If the characters propose a treaty or partnership 
  between the Wolf Tribe and Mother Tusk’s family, Shaktal 
  listens skeptically. She wonders aloud how animals—
  other than wolves, of course—could offer the tribe any 
  strength. She asks the characters if they can prove their 
  own prowess, which would make her more amenable to 
  listen to their opinions.
  Solutions
  There are three ways the characters can convince Shaktal 
  and her Wolf Tribe followers that they’re worthy of a 
  partnership:
   Persuade. The characters can attempt to make a 
  persuasive argument that this area isn’t where the Wolf 
  Tribe should be hunting and living. This starts as a DC 20 
  Charisma (Persuasion) check. The DC can be reduced by 5 
  cumulatively for any of the following reasons:
  • If the characters show no damage or exhaustion from 
  their trip so far.
  • If the characters didn’t spend more than 30 extra 
  minutes while moving through the forest. For example, 
  if they didn’t take a short rest and didn’t have to spend 
  more than 30 minutes climbing out of the ravine or 
  building their own bridge, they’ve impressed Shaktal.
  • If they showed strength of character in their interactions 
  with Shaktal without being cruel, fawning, or obsequious.
   Show Superior Force. If the characters can prove their 
  prowess in martial combat, they can convince Shaktal 
  they’re worth heeding. This is a fight with one goblin per 
  character. The goblins only use their melee weapons and 
  don’t strike to kill. If the characters use anything other 
  than nonlethal blows, they automatically fail in Shaktal’s 
  estimation. Magic is permitted if it doesn’t harm or kill 
  a goblin. For example, sleep would be allowed, while 
  magic missile wouldn’t. Make this clear to the players, so 
  they aren’t surprised if Shaktal refuses them after lethal 
  damage is used.
   Provide Food. Shaktal insists the characters provide 
  everyone with a meal at least as wonderful as the reindeer 
  they currently feast on. The characters have two hours 
  to bring back food. A successful DC 10 group Wisdom 
  (Survival) check allows them to quickly find the tracks of an 
  arctic tiger. Allow two attempts to succeed on the Survival 
  check to track. If the characters succeed on the check, 
  run a combat to defeat the prey. If the characters succeed, 
  Shaktal’s impressed and accepts the offer of mutual aid.
  Success or Failure?
  If their attempts fail, give the characters a second chance to 
  succeed using an alternative method.
  Failure
  If the characters fail to impress Shaktal, she tells the 
  characters the survival of her tribe hinges on her ability to 
  find food and to gain new members. The Wolf Tribe will not 
  leave the area. However, if the characters pledge their lives 
  to assist the Wolf Tribe if called upon, Shaktal agrees to 
  consider not hunting Mother Tusk’s family.
  Success
  If the characters succeed in impressing Shaktal, she bows to 
  them and tells them she recognizes their prowess. However, 
  she makes them promise that in return for the Wolf Tribe’s 
  cooperation, the characters agree to assist Shaktal, and her 
  chief Aluka, if they’re ever called upon to do so.
  End too Quickly?
  If the characters navigated the dangers of the forest trek easily 
  and were persuasive enough to convince Shaktal without 
  much fuss, this mission may end quickly. To add some play 
  time to the mission, Shaktal can ask the characters to hunt 
  the arctic tiger for her as a show of good faith between the 
  characters and her tribe.
  Rewards
  If the characters agree, Shaktal gives them a special acorn 
  that, if eaten as an action, acts as a potion of healing. 
  Additionally, if a character doesn’t have cold weather 
  clothing yet, the Wolf Tribe can provide them with it at half 
  price. Finally, if they leave her in good standing, Shaktal 
  gifts the characters with an unbreakable arrow as a show 
  of good faith. This arrow proves to Wolf Tribe members 
  loyal to Aluka that the bearer is a friend and ally.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak or Weak: Reduce the starting DC of the Charisma 
  (Persuasion) check to DC 15, remove one goblin, and the 
  tiger only has 25 hit points.
  • Strong: No change.
  • Very Strong: Add one goblin, and the tiger has 60 hit points.
  Whether the characters succeed or fail, Shaktal warns 
  them that a particularly ferocious owlbear has been 
  ravaging the area. She’s already lost three tribe members to 
  it, and now they stay away from it.
  Conclusion
  When the characters return to Mother Tusk, she’s relieved 
  if the characters succeeded, and very worried if they failed. 
  However, she understands that dealing with the denizens 
  of Icewind Dale is never a sure thing. They can also take a 
  long rest in her care.
   At the end of this episode, if the character has completed 
  two episodes, they may choose to gain a level—or they can 
  decline the level. However, once they reach level 3, they 
  may not play any more episodes in this adventure.
   Another Episode? If the characters plan to continue with 
  this adventure, move on to a new episode.
   Done? Any characters who’ve completed all the episodes 
  or who don’t plan to complete any more episodes can be 
  read Conclusion—Into the Blizzard.
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 50 minutes
  n this episode, Mother Tusk asks the characters 
  to investigate a nearby hot spring that provides 
  Mother Tusk’s family with access to fresh food and 
  water. This spring has frozen for an unknown reason.
   
  The hot spring was blocked when an adventurer 
  carrying pieces of chardalyn was mauled to death by the 
  owlbear. The combination of his mangled body and the 
  chardalyn blocked the spring’s flow. The chardalyn also 
  affected a nearby group of gnolls, who worship it as a gift 
  from their god Yeenoghu. The characters must deal with 
  the gnolls, and then dislodge the body and the chardalyn, in 
  order to restore the spring.
   When the characters choose this task, read:
  Mother Tusk nurses her calf and listens to her family 
  chitter around her. She turns a whiskered glance in your 
  direction. “Not far from here is a hot spring that keeps part 
  of Redwaters from freezing over. There we get fresh water 
  and access food from the lake. The spring has stopped 
  flowing into the lake, and we’re suffering for it. I’ve sent 
  a scout to investigate, but she hasn’t returned. Find out 
  why, please.”
  Give the characters the chance to ask questions. Below are 
  Mother Tusk’s answers to the most common questions the 
  characters may ask:
  • How Far Away Is the Spring? “No more than an hour 
  or two, just south of the town called Dougan’s Hole. The 
  spring flows from a hole in the ground, then about 300 
  feet downhill into Redwaters.”
  • Who Did You Send? “I sent one of my snow fox children, 
  a rather angry vixen called Wiskette. But that was days 
  ago, and she’s failed to return.”
  • What Will You Give Us for Doing This? “I can only 
  offer you my thanks, as well as the gift of your lives that I 
  already saved once.”
  Hyena Trouble
  As the characters move toward the hot spring described by 
  Mother Tusk, they learn the fate of the snow fox vixen.
   When the players set off on their task, read:
  No more than 30 minutes have passed since you left Mother 
  Tusk’s refuge, and 100 feet ahead of you, at the top of a 
  snowy incline near the lake known as Redwaters, you see a 
  pair of white-furred hyenas toying with a snow fox. The fox 
  is injured, and the hyenas look ready to move in for the kill. 
  “Just get it over with!” the fox shouts angrily in Common.
  The two hyenas have trapped Wiskette the snow fox 
  between them, and she’s injured and exhausted, unable to 
  run or defend herself.
  Tactics
  The hyenas and Wiskette start 120 feet from the characters. 
  If the characters can do anything at all to interrupt the 
  hyenas’ attack, the pair flee down the other side of the hill. 
  For example, targeting a hyena with a long-range spell or 
  weapon attack does the trick. Alternatively, if a character 
  shouts at the hyenas and succeeds on a DC 10 Charisma 
  (Intimidation) check, it also forces the hyenas to flee.
   Sleds. On the far side of the hill, a steep slope travels 
  down 600 feet. The snow is deep here, counting as difficult 
  terrain. Five sleds, each capable of carrying two Medium 
  creatures, rest at the top of the hill.
   A creature riding a sled can use its movement to travel 
  60 feet down the hill. It can then use an action to either 
  travel an extra 60 feet automatically (for a total of 120 feet) 
  or to attempt a DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check to push their sled to the limit. On a 
  success, the sled travels an extra 120 feet that turn (for a 
  total of 180 feet). On a failure, the creature instead falls 
  prone, ending its turn after just 60 feet of movement.
   The hyenas attempt to flee using the sleds. If they can get 
  to the bottom of the hill and the characters are forced to 
  pursue by trudging through the deep snow at half speed, 
  then the characters can only watch them flee over the next 
  rise and out of sight. The characters must face them later if 
  they escape.
  Talking to Wiskette
  If the characters manage to drive the hyenas away, Wiskette 
  shouts at the characters to catch them before they can 
  warn the gnolls of their presence and location.
   Once the chase is over, or if the characters fail to give 
  chase, Wiskette studies the characters skeptically, but 
  nods and says, “Thanks.” Use the bullet points to guide 
  conversation. She can barely contain her rage at the hyena 
  infestation.
  Chilled Drinks
  Chilled Drinks
  3
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  ROBIN OLAUSSON
  • Wiskette traveled to the hot spring, but someone had put 
  a tent over it. The smell of blood was strong in the area.
  • A pack of hyenas spotted her and she fled, but they 
  pursued. Someone or something in the tent whistled, 
  calling many of the hyenas back, but these two continued.
  • The sleds at the top of the hills have been left in other 
  locations as well. Obviously, the hyenas couldn’t have 
  left them there, so someone else must be in the area. 
  Whoever left the sleds around also trained the hyenas 
  to use them.
  Wiskette can show the characters to the spring, but she’s 
  in no condition or frame of mind to get involved in combat. 
  She’s too old for that . . .
  Adjusting the Chase
  Depending on the makeup of the party and their level of 
  ingenuity, the chase might be over very quickly or might never 
  happen at all. Here are some suggestions for changing the 
  chase to make it more interesting:
  • The hyenas can flee before the characters get a chance to 
  act, thereby ensuring that the chase takes place before the 
  characters defeat the hyenas at range. The hyenas might 
  even knock Wiskette unconscious and take her with them 
  on the sled to lure the characters after them.
  • You might allow the hyenas to push their sled, just as 
  the characters can. This gives the hyenas a better chance 
  of escaping, but it also gives them a chance to slow 
  themselves and allow the characters to catch up.
  • If characters attempt to use actions to attack the hyenas 
  during the chase scene, you can have all attack be 
  made with disadvantage because of the situation, force 
  spellcasters to make concentration checks, and give the 
  hyenas half-cover from the sleds they ride.
  • You can place obstacles on the hillside that the characters 
  must avoid. Successful DC 10 Dexterity (Acrobatics) or 
  Wisdom (Perception) checks could be called for to avoid 
  overturning the sled during the chase. Or place an ice ramp 
  at the bottom of the hill, launching sleds 10 feet in the air 
  with ability checks needed to land safely at the bottom.
  The Frozen Spring
  As the characters move along the shore of Redwaters, they 
  finally come to the place where the hot spring has frozen. 
  Read:
  As you crest the final hill, you see a large tent made of 
  cured hides. It rests about 300 feet from the edge of 
  Redwaters. The slick, frozen trail leading from the tent 
  to the lake makes it clear this must be location of the hot 
  spring Mother Tusk sent you to investigate.
  Outside the tent, frozen animal carcasses, picked clean 
  of meat, litter the ground. Smoke wafts from two holes in 
  the top of the tent.
  As you watch, two gnolls move from around the other 
  side of the tent, dragging a struggling man dressed in furs. 
  They shove him through the opening and take up positions 
  flanking the entrance.
  For a view of the area, refer to Map B: The Tent. It’s 50 feet 
  wide and 60 feet long, with a 10-foot-wide opening in the 
  center of the eastern face.
   The tent is well-built, and it can’t be knocked down 
  without a massive effort that alerts everyone inside to the 
  attack, giving them time to respond before it falls.
   The characters can create a 5-foot-square hole in the 
  cured leather (AC 10) by dealing 20 points of slashing, fire, 
  or force damage to it.
  Outside the Tent
  The two gnoll guards outside the tent aren’t particularly 
  attentive, so characters attempting to sneak up on 
  them can do so with a successful DC 5 group Dexterity 
  (Stealth) check. However, if either hyena from the previous 
  encounter escaped, the DC increases to 15.
   Ice Trail. The ice trail is extremely slippery, making it 
  difficult terrain. A creature that steps onto the trail or starts 
  its turn there must succeed on a DC 15 Dexterity saving 
  throw or fall prone. (The same is true of the ice trail inside 
  the tent.) Use the grease spell as a guide for adjudicating 
  the ice.
   Tactics. The gnolls outside the tent don’t shout for help 
  if attacked, they’ve been instructed by their master not to 
  disturb her for any reason while she experiments with the 
  chardalyn. However, if they hear fighting inside the tent, 
  they rush to investigate.
  Inside the Tent
  When the characters can see inside the tent, much is 
  happening there.
   Creatures. A gnoll flesh gnawer named Ghuldra stands 
  at the edge of a hole encrusted with ice. This is where the 
  hot spring emerged from before it was plugged and frozen. 
  She’s attended by four hyenas. Any hyenas who escaped 
  from the characters in the previous encounter are here as 
  well.
   Ghuldra uses small shards of a hard, dark, ice-cold 
  substance (chardalyn) to pierce the skin of the man who 
  was tossed into the tent earlier. She chants in Gnoll while 
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  she does this, and an odorless smoke rises from her as 
  she does so (from her smoldering armor). Those who can 
  understand Gnoll realize she’s imploring Yeenoghu to bless 
  her with the “power of the inner voice.”
   The human Ghuldra’s experimenting on is Judd 
  Dougan, a citizen of Dougan’s Hole. He regularly fishes in 
  Redwaters where the hot spring enters the lake, and he 
  was captured by the gnolls as he came to fish.
   In the corner of the tent, another gnoll lies dead from 
  many cuts. (This was the gnolls’ previous leader, who heard 
  a voice when he handled the chardalyn, but Ghuldra killed 
  him in a jealous rage, wanting to hear the voice herself.)
   Campfires. Two campfires warm the place. A creature 
  that enters or starts their turn in the campfire takes 3 (1d6) 
  fire damage.
   Ice Trail. The ice trail is extremely slippery, making it 
  difficult terrain. A creature that steps onto the trail or starts 
  its turn there, must succeed on a DC 15 Dexterity saving 
  throw or fall prone. Use the grease spell as a guide for 
  adjudicating the ice.
  Battle
  The gnoll and her pet hyenas fight to the death.
   The Characters Are Captured. Wiskette slips away 
  as they’re bound and forced to witness Judd succumb to 
  the piercing, although at the end he claims to hear voices 
  calling to him from beyond the colors in the sky. Soon after, 
  Mother Tusk’s family descends on the tent, rescuing the 
  characters.
   The Characters Win the Fight. Judd insists they leave 
  immediately, as more gnolls are in the area, and they could 
  return from their patrols at any time.
   Treasure. Ghuldra wears smoldering studded leather 
  armor, which the characters can take if they defeat the 
  gnolls.
  The Spring
  If the characters investigate the spring, they first see that 
  it’s been dug out recently. Ten feet down the hole rests the 
  frozen corpse of a human still wearing cold weather gear. 
  It’s been ripped apart as if by a bear. (It was the owlbear 
  the characters have learned about elsewhere). He holds 
  in his frozen grip a spear tipped with the same chardalyn 
  Ghuldra was using on Judd.
   If the body is removed and thawed, it carries much of this 
  substance in tiny pieces, as well as two dagger-sized pieces. 
  Moving the body unblocks the hot spring. The body also 
  carries some coins and two vials of alchemist’s fire.
  Rescuing Judd
  If the characters rescue Judd, he tells them he’s from 
  Dougan’s Hole, one of the Ten-Towns of Icewind Dale. 
  While he’s relieved at the rescue, he’s brusque to the point 
  of xenophobia and attempts to leave as soon as he can. (He 
  isn’t doing it to hide anything; he just doesn’t trust or like 
  strangers.)
   If questioned about what happened as his skin was 
  pierced by the strange, black material, he claims it just 
  hurt a lot. He’s lying, which a successful DC 15 Wisdom 
  (Insight) check reveals. If pressed with a successful DC 10 
  Charisma (Intimidation or Persuasion) check, he reveals he 
  heard a voice talking to him while it happened, but it was in 
  a strange language he didn’t recognize.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak or Weak: Remove two hyenas.
  • Strong: Add two hyenas.
  • Very Strong: Add one gnoll inside the tent.
  Conclusion
  If the characters return having successfully cleared the hot 
  spring of its blockage, Mother Tusk’s overjoyed, although 
  she’s worried about gnolls being so close, as well as the 
  strange things the gnolls were doing at the hot spring. They 
  can also take a long rest in her care.
   At the end of this episode, if the character has completed 
  two episodes, they may choose to gain a level—or they can 
  decline the level. However, once they reach level 3, they 
  may not play any more episodes in this adventure.
   Another Episode? If the characters plan to continue with 
  this adventure, move on to a new episode.
   Done? Any characters who’ve completed all the episodes 
  or who don’t plan to complete any more episodes can be 
  read Conclusion—Into the Blizzard.
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 50 minutes
  cave system south of Bryn Shander, which Mother 
  Tusk’s family uses as shelter, has been emitting 
  terrifying noises, and she asks the characters 
  to investigate. Unknown to anyone, some 
  chambers in the cave system are part of an 
  ancient orc tribe’s burial site.
   The dead here have been disturbed by an archaeologist 
  from Bryn Shander named Marville DuCoot, who’s secretly 
  working for the Arcane Brotherhood. The characters must 
  navigate the passages to the ancient burial chamber, where 
  they witness the injured archaeologist trying to escape, 
  while the undead orcs slowly claw their way out of their 
  frozen crypts. It becomes a race against the clock to fight 
  the undead while at the same time restoring the magic 
  (disturbed by the archaeologist) that keeps the dead at rest. 
  When the characters choose this task, read:
  Mother Tusk finishes chatting with some of the menagerie 
  she leads, dragging herself across the floor of the sheltered 
  cave to speak with you, “I lead my family from one shelter 
  to another in the area, wherever food and safety are most 
  available. Our northernmost shelter has been off-limits 
  because the terrible sounds coming from there scare my 
  children too much. It’s time we go back. Can you explore 
  the deeper caverns and see if they’re safe? Ollie can lead 
  you there.”
  Ollie is a snowy owl. When she glides into the room, 
  the smaller rodents scatter, many hiding behind Mother 
  Tusk’s massive form. “Oh please,” says the owl in a 
  haughty squawk. “Like I’d stoop to consuming any of you 
  mangy vermin.”
  Give the characters the chance to ask questions. Below 
  are Mother Tusk’s answers to the most common ones the 
  characters may ask:
  • How Far Away Are the Caves? “Further than the other 
  tasks I require. At least six miles away, which is a full 
  day’s travel through this cursed darkness. It’s halfway 
  between here and the larger town the two-leggers call 
  Bryn Shander.”
  • Can You Describe the Caves? “We only used the ones 
  closest to the entrance. There are more caverns deeper, 
  but we avoid them as they stink of death.”
  • What Will You Give Us for Doing This? “I can only 
  offer you my thanks, as well as the gift of your lives that I 
  already saved once.”
  Outside the Caves
  The trip from Mother Tusk’s shelter to the northern caves 
  is difficult and cold but uneventful. Ollie guides them, but 
  she refuses to enter the caves. Ollie has a wry, witty sense 
  of humor, making as many “who?” puns as she can during 
  the trip.
   When the characters arrive at the caves, read:
  Two forms lie in a pool of blood that stains the snow red. 
  Both men are dead, their arms missing and their furs 
  shredded. “Well, that seemed to go poorly for them,” 
  quips Ollie.
  A successful DC 10 Intelligence (Investigation) or Wisdom 
  (Medicine) check reveals they were killed at least a day ago, 
  by a large creature with both sharp claws and a wicked 
  beak. And whatever it was had to be strong and ferocious 
  enough to dismember a man. Likely, it was an owlbear.
   These men were assistants hired by DuCoot to guide 
  him to the caves and back. The bodies still carry some 
  coins, cold weather gear (ruined), four shortswords, two 
  shortbows, and forty arrows in two quivers. One also 
  carries a book of translated Orc words and phrases, 
  which might prove useful in the trials to come. When the 
  characters enter the caves, read:
  A series of small caves show signs of habitation in the 
  past, including small bones, mollusk shells, animal waste, 
  rotting vegetation, and countless tracks.
  Toward the back of the caves, human-sized prints can 
  be seen more clearly among the older animal prints. The 
  human prints come up to a wall but then stop.
  A successful DC 10 Wisdom (Perception) check reveals 
  the faint etching of a phrase in Orc. If the phrase is 
  touched and spoken (“The dead pass not”), a secret door 
  opens, leading to deeper chambers. Anyone fluent in Orc 
  can read this, or the characters can use magic or the Orc 
  phrasebook to translate.
   Given time, the characters find the secret door and 
  open it even if they fail to notice the inscription and then 
  translate and speak the incantation. However, if they do 
  this quickly, such as finding the inscription without multiple 
  searches, and figure out how to open it without resorting to 
  multiple attempts, give them advantage on their initiative 
  checks when trying to defeat the undead and save DuCoot.
  Warm Bodies
  Warm Bodies
  4
  
  15
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  DDAL10-00 Ice Road Trackers (v1.0)
  LIVIA PRIMA
  Exploring
  The characters step through the secret door into a stone 
  corridor that’s seen little use. There’s no light, and only one 
  set of human-sized prints has moved back and forth. Near 
  the door are several sacks.
   Most of the sacks contain odd trinkets of carved stone, 
  jade, scrimshaw, and other materials found in the North. A 
  successful DC 10 Intelligence (History) check recognizes 
  these as primitive, orcish artifacts and religious icons.
   The last sack contains three square pieces of slate inlaid 
  with copper decorations. Each is different:
  • The first is decorated with a stylized eye symbol. A 
  successful DC 10 Intelligence (Religion) check reveals 
  this is a symbol of the orc god Gruumsh.
  • The second shows a representation of a decorated cave 
  opening. A successful DC 10 Intelligence (Religion) 
  check reveals this is a symbol of the orc goddess Luthic.
  • The third depicts a sword dripping with blood. A 
  successful DC 10 Intelligence (Religion) check reveals 
  this is a symbol of the orc god Ilneval.
  These slate squares are needed to seal off the undead in 
  the burial chamber. Characters may foolishly try to break 
  these items. If they study them, a character proficient in 
  Arcana can tell they are magical and have abjuration-like 
  properties. You can also make them impervious to damage 
  from normal weapons. Or you can let them smash them 
  and suffer the consequences later…
   The first time a character attempts to hold any of these 
  stones, they must make a DC 10 Charisma saving throw. 
  On a success, the character has no problem holding the 
  stones. On a failed save, the character takes 2 (1d4) psychic 
  damage per character level, and they must drop the stone. 
  They can attempt to pick one up again but must repeat the 
  saving throw. Orcs and half-orcs have advantage on this 
  saving throw.
   After finding these goods, the characters can continue 
  into the inner cave, which is an ancient orc burial chamber 
  DuCoot’s accidentally disturbed.
  Inside the Cave
  Map C: The Inner Cave depicts the inner cave burial 
  chamber. When the characters approach it, read:
  The footprints lead down a passage, which splits to the 
  right and left. Ahead in both directions, dim light plays 
  within a large chamber. A soft whimper echoes toward you, 
  followed by a yelp of pain and hysterical screaming.
  The split passage leads to the same chamber, entering in 
  different places. When the characters move forward to view 
  the chamber, continue:
  Several lit torches are spaced throughout this partially 
  worked cavern. Three stone pillars, carved to resemble 
  fierce orcs in battle poses, hold up the ceiling. All around 
  the chamber, niches are carved into the walls. The ice-filled 
  niches hold the upright bodies of orcs.
  Against the wall opposite where you entered, a man lies 
  on the floor. He tries to get away, but a hand grasps his 
  ankle. The hand pokes out of one of the niches, its arm 
  free of the ice. As you enter, four of the iced niches shatter, 
  and the orcs held in each stagger out.
  The man on the floor shrieks in terror. “The stone 
  plates,” he screams at you. “I removed them. They were 
  wards.” He points to another in the center of the room. 
  “That’s the last one. The others I’ve already taken. Put 
  them back in their rightful places.” The hand grasping his 
  leg gives a gruesome twist, you hear a pop, and the man 
  faints from the pain.
  
  16
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  DDAL10-00 Ice Road Trackers (v1.0)
  JEDD CHEVRIER
  This encounter is moderately complex, so you’ll likely 
  want to read through and prepare the following encounter 
  carefully.
   Monsters. The four orc bodies are zombies, which 
  move to attack the characters, pursing them all the way 
  into the open air if they flee. At the start of every round 
  after the first, another zombie frees itself from a niche and 
  moves to attack.
   The Last Stone Plate. The last piece of decorated slate, 
  in the center of the floor, has a copper engraving of a skull 
  on a crescent moon. A successful DC 10 Intelligence 
  (Religion) check reveals this is a symbol of the orc god 
  Shargaas.
   The Wards. At four locations around the walls (marked 
  by the four rubble piles on the map) are four small niches 
  where the slate squares can be placed. Each niche holds 
  a phrase written in Orc. (Characters can use the phrase 
  book to translate if needed.) To stop more zombies from 
  escaping, the plates must be returned to their rightful 
  spots. This takes an action. This is the correct placement 
  for the stones, based on the phrases in the niches:
  • Niche 1 says “He Who Watches”: This requires the slate 
  dedicated to Gruumsh.
  • Niche 2 says “The Cave Mother”: This requires the slate 
  dedicated to Luthic.
  • Niche 3 says “The Night Lord”: This requires the slate 
  dedicated to Shargaas.
  • Niche 4 says “The War Maker”: This requires the slate 
  dedicated to Ilneval.
  Remember, holding a stone without taking damage first 
  requires a character to succeed on a DC 10 Charisma 
  saving throw, but once a character’s succeeded on the 
  saving throw, they can pick up any stone.
   To play up the tension, describe the room getting warmer 
  and warmer as the niches that make up the ward grow 
  hotter and hotter, melting the ice holding the orc zombies. 
  Describe them moving closer and closer to freedom as the 
  seconds pass. Each niche holds several orc bodies, so there 
  are an overwhelming number of potential zombies if the 
  characters don’t succeed.
  So Many Zombies!
  Obviously, this encounter is won not by killing the most 
  zombies, but by returning the slate wards to their proper 
  place. Some players may need a hint or two to understand 
  what’s happening. Some players, even with several hints, treat 
  every encounter as something that can be solved by hitting it 
  hard enough with a sword or spell.
   If you end up with more than a dozen zombies in the 
  battle before the characters figure out the means to stop the 
  threat, the combat may go on for a long time. Here are some 
  suggestions for speeding up the combat if it is going long:
  • Zombies that are active when the final ward is correctly 
  placed lose their undead fortitude trait.
  • Zombies that are active when the final ward is correctly 
  placed must immediately make an undead fortitude saving 
  throw or turn to dust.
  • Zombies that are active when the final ward is correctly 
  placed automatically turn to dust.
  • If the characters destroyed the wards and cannot stop the 
  zombie horde from coming, bring all the zombies out at 
  once without playing it out round by round. Give the players 
  an opportunity to collapse the cave entrance or otherwise 
  trap the zombies when it’s obvious there are too many to kill.
  Success?
  If the characters fail to replace the stone seals, over a 
  hundred orc zombies escape and move off into the freezing 
  cold. The characters can outrun them, but they may 
  become a hazard for others in Icewind Dale.
   If the characters succeed at returning the wards to the 
  correct positions, the chamber quickly cools and locks 
  the bodies in their niches, returning the orc dead to their 
  slumber. The ones already out must still be defeated, 
  however.
   If the characters succeed, they can revive DuCoot, who 
  introduces himself as an archaeologist. He has a broken 
  leg but is otherwise unharmed. He admits curiosity got the 
  better of him here, and he should’ve let sleeping orcs lie.
   The grateful DuCoot shares some of his loot with the 
  characters, as well as offering them a potion of poison 
  resistance and an oil of slipperiness for their troubles. He 
  also provides the characters with an ersatz eye, which he 
  found in the tomb. If a character ever uses the eye, it looks 
  oversized and orcish, and also gives the character the 
  ability to read and understand Orc, but not speak it.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove one zombie. More zombies don’t 
  emerge until the start of the third round.
  • Weak: More zombies don’t emerge until the start of the 
  third round.
  • Strong: Add one zombie.
  • Very Strong: Add two zombies. Two zombies emerge each 
  round instead of one.
  Conclusion
  When the characters return to Mother Tusk, she celebrates 
  if the characters succeeded in sealing up the orc dead. The 
  characters can take a long rest in her care.
   At the end of this episode, if the character has completed 
  two episodes, they may choose to gain a level—or they can 
  decline the level. However, once they reach level 3, they 
  may not play any more episodes in this adventure.
   Another Episode? If the characters plan to continue with 
  this adventure, move on to a new episode.
   Done? Any characters who’ve completed all the episodes 
  or who don’t plan to complete any more episodes can be 
  read Conclusion—Into the Blizzard.
  
  17
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  DDAL10-00 Ice Road Trackers (v1.0)
  Estimated Duration: 5 minutes
  If a character completes all the quests, or if a character 
  decides they won’t be playing any more of these episodes, 
  read them the conclusion:
  With an enthusiastic nod, Mother Tusk motions toward 
  the north, indicating all of Icewind Dale. “Be firm in your 
  resolve, two-legger. It’s more than wolves or owlbears 
  or wild humans who threaten you here. The very weather 
  itself seeks your demise in the North. Greater powers than 
  you or me war here. Go with my thanks and my blessing. 
  May we meet again under better and brighter skies.”
  As if the weather itself was eavesdropping on your 
  conversation, clouds roll in, a biting wind cuts across 
  your face, and snow falls like a veil being drawn across 
  the world.
  Can We Keep the Animals as Pets?
  The awakened animals in this adventure are sentient 
  creatures with their own desires, motivations, and goals. Just 
  as characters can’t keep the NPC bartender as a pet in other 
  adventures, they can’t keep Spritzel, Wiskette, Ollie, Mother 
  Tusk, or any of the other animals as pets. These NPCs will be 
  returning in future adventures, so they should be kept alive 
  and in good health. Although they might agree to keep the 
  characters as pets if the characters ask nicely!
  Conclusion—Into the 
  Conclusion—Into the Blizzard
  Blizzard
  Rewards
  At the end of the session, everyone receives rewards based 
  upon their accomplishments.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon successfully completing two episodes of this 
  adventure, each character gains a level. At their discretion, 
  they may choose to decline advancement. Remind your 
  players the amount of gold their characters can earn per 
  level is limited; declining advancement means they may 
  reach a point where they earn no gold.
  Gold
  Award each character 20 gp for each episode played. The 
  maximum gold you can award a character for playing this 
  adventure is 80 gp.
  Magic Items
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix C:
  • Boots of False Tracks
  • Ersatz Eye
  • Smoldering Armor
  • Unbreakable Arrow
  Dungeon Master Rewards
  For running this adventure, one of your characters gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
  
  18
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  DDAL10-00 Ice Road Trackers (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure:
  Mother Tusk
  Mother Tusk was awakened by a powerful goliath druid 
  to act as a companion and confidant. The druid became 
  corrupted, and Mother Tusk saw what he was doing to do 
  to the animals in her care. She led the animals to safety, 
  and she’s been trying to protect them for the last several 
  months.
  What They Want. To keep her charges safe.
  Caring, but Ruthless. Mother Tusk cares more for her 
  animals than for humans, and she’ll happily put humans 
  at risk for her family.
  Spritzel (SPRIT-zell)
  The awakened otter likes to wear jewelry and generally 
  make a spectacle of himself.
  What They Want. To brave danger and find shiny things.
  Irrepressible. As an awakened animal, Spritzel knows he’s 
  going to die. He doesn’t want to die any time soon, but he 
  wants to die spectacularly and for a good cause.
  Shaktal (shack-TALL)
  The leader of a band of Reghed Wolf Tribe nomads, she 
  serves the upstart chief Aluka.
  What They Want. Aluka asked Shaktal to find safe havens 
  for her people and to recruit members to fight against 
  Isarr, and that’s what she plans to do.
  Friendly and Wise. Shaktal knows both the carrot and 
  the stick are great motivators, and she prides herself on 
  knowing exactly when, and to what degree, to use each.
  Wiskette (whiss-KET)
  The awakened snow fox is one of the cagiest creatures in 
  Mother Tusk’s family. She’s getting weary of the world and 
  just wants life to go back to the way it was before the curse 
  befell Icewind Dale.
  What They Want. To drive the dangerous creatures away 
  so she can return to her den and get warm.
  Angry as a Fox. She’s angry and flies into expletive-laced 
  rants at the slightest provocation.
  Marville DuCoot (MAR-vil due-COOT)
  DuCoot’s a cad and an explorer. He’s recently seen the 
  power to be had revering Auril, and he also does work for 
  the Arcane Brotherhood when the price is right.
  What They Want. To learn the secrets of this land in order 
  to bring Auril’s majesty to fruition.
  Bumbling Appearance Hides a Clever Fellow. He plays 
  the hapless, incompetent ne’er-do-well, but he’s cagier 
  than he acts.
  Ollie (AHL-ee)
  The awakened snowy owl acts as a scout and guide for 
  Mother Tusk. She tries to find the humor in this life that’s 
  been given to her.
  What They Want. To protect Mother Tusk and her family.
  Says Who? Getting others to laugh is what keeps Ollie 
  going. She’s a constant source of puns, especially on 
  the words “who” and “owl.” For example, she’ll tell the 
  knock-knock joke to get the characters to say “Who 
  who?” She replies, “Now you’re speaking my language.”
  Ghuldra (GHULE-dra)
  Tired of playing bodyguard to the former chief, she seized 
  her opportunity to become leader of her small clan and is 
  making the most of it.
  What They Want. To learn the secret of the chardalyn 
  fragments, which she believes will allow Yeenoghu to 
  speak to her directly.
  Violent, Even for a Gnoll. She doesn’t hesitate to slaughter 
  anyone in the way of her wishes.
  Judd Dougan (DOO-gun)
  Judd’s a lesser-regarded member of a family that already 
  gets very little regard. He’s small and dull and clumsy.
  What They Want. To earn the respect of not just his family, 
  but everyone in the Ten-Towns.
  He’s Heard the Call. Now he’s heard the voice from beyond 
  the aurora in the sky, he’ll do anything it says. What that 
  is remains to be seen.
  
  19
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  DDAL10-00 Ice Road Trackers (v1.0)
  ROBIN OLAUSSON
  The following creatures appear in this adventure.
  Dire Wolf
  Dire Wolf
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 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.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.
  Gnoll
  Gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  11 (+0) 
  6 (−2) 
  10 (+0) 
  7 (−2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Gnoll Flesh Gnawer
  Gnoll Flesh Gnawer
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (studded leather)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  14 (+2) 
  12 (+1) 
  8 (−1) 
  10 (+0) 
  8 (−1)
  Saving Throws Dex +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  Actions
  Multiattack. The gnoll makes three attacks: one with its bite and 
  two with its shortsword.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Sudden Rush. Until the end of the turn, the gnoll’s speed 
  increases by 60 feet and it doesn’t provoke opportunity attacks.
  Goblin
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Appendix A: Creatures
  Appendix A: Creatures
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  Hyena
  Hyena
  Medium beast, unaligned
  Armor Class 11
  Hit Points 5 (1d8 + 1)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  13 (+1) 
  12 (+1) 
  2 (−4) 
  12 (+1) 
  5 (−3)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Pack Tactics. The hyena has advantage on an attack roll against a 
  creature if at least one of the hyena’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Tiger
  Tiger
  Large beast, unaligned
  Armor Class 12
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  14 (+2) 
  3 (−4) 
  12 (+1) 
  8 (−1)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The tiger has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pounce. If the tiger moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or be 
  knocked prone. If the target is prone, the tiger can make one bite 
  attack against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage.
  Wolf
  Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  6 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on 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.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone.
  Zombie
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  4 (1d6 + 1) bludgeoning damage.
  
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  DDAL10-00 Ice Road Trackers (v1.0)
  The Ice Slides
  Map A. The Ice Slides
  Appendix B: Maps
  Appendix B: Maps
  
  22
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  DDAL10-00 Ice Road Trackers (v1.0)
  The Tent
  Map B. The Tent
  
  23
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  DDAL10-00 Ice Road Trackers (v1.0)
  The Inner Cave
  Map C. The Inner Cave
  
  24
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  DDAL10-00 Ice Road Trackers (v1.0)
  The following magic items appear in this adventure.
  Boots of False Tracks
  Wondrous item, common
  These comfortable, fur-lined boots are embroidered with 
  gaudy, but worthless, gems.
  Only humanoids can wear these boots. While wearing the 
  boots, you can choose to have them leave tracks like those 
  of another kind of humanoid of your size.
  Xanathar’s Guide to Everything, p. 136
  Ersatz Eye
  Wondrous item, common (requires attunement)
  This particular eye was recovered from an ancient orc 
  burial site and it appears oversized and orcish while 
  embedded in your eye socket.
  This artificial eye replaces a real one that was lost or 
  removed. While the ersatz eye is embedded in your eye 
  socket, it can’t be removed by anyone other than you, 
  and you can see through the tiny orb as though it were a 
  normal eye.
   While you’re attuned to the ersatz eye, you can read and 
  understand, but not speak Orc.
  Xanathar’s Guide to Everything, p. 137
  Smoldering Armor
  Armor (studded leather), common
  This leather armor smells of blood and gnoll sweat, and the 
  stench can’t be removed.
   Wisps of harmless, odorless smoke rise from this armor 
  while it is worn.
  Xanathar’s Guide to Everything, p. 139
  Unbreakable Arrow
  Weapon (arrow), common
  Gifted to you by Shaktal of the Reghed Wolf Tribe, this 
  arrow proves to Wolf Tribe members loyal to Aluka that the 
  bearer is a friend and ally.
   This arrow can’t be broken, except when it is within an 
  antimagic field.
  Xanathar’s Guide to Everything, p. 139
  Appendix C: Magic Items
  Appendix C: Magic Items
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-00 Ice Road Trackers (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play too, but if they play a 
  different hardcover adventure, they can’t return to the first 
  if they level beyond its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of 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. 
  Familiarize yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure—such as notecards, a DM 
  screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception) score, and anything the 
  adventures specifies as notable (such as backgrounds, 
  traits, and flaws).
  Players can play an adventure they previously played as a 
  player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether 
  they completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you’ve time, you can do a quick scan of a 
  player’s character sheet to ensure 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.
  Appendix D: 
  Appendix D: 
  Dungeon Master Tips
  Dungeon Master Tips
   Point players to the D&D Adventurers League Players 
  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, 
  or 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 This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  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
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL10-00 - Ice Road Trackers.pdf