TEXT:  
   
   
   
   
   
   
  A 2-hour winter adventure for  
  5th-9th level characters. 
   
  
   
  Blade of Ulvinter 
   
   
   
   
   
  Introduction: Blizzards scream down through the mountain passes of Icewind Dale for weeks on end, 
  blocking roads and forcing coastal ships to port. Winters in Icewind Dale are known to be cruel, but 
  never this early in the season and no one has heard of a storm lasting this long. What sinister force is 
  causing these unnaturally brutal gales? Will they ever subside long enough for Northern towns to gain 
  the supplies they need to avoid starvation? 
   
   
  by Rob Steiner 
   
  Dyson Logos / Cartography 
   
  RemedialCookie / Ice Dagger Art 
   
  Cover Art by DMs Guild Creator Resources 
   
   
   
   
   
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  BLADE OF ULVINTER  3 
   
  Frigid, snow-choked gales scream down through the 
  mountain passes of the North, blocking roads and 
  forcing coastal ships to port for the last three weeks. 
  Winters around Icewind Dale are known to be 
  brutal, but never this early in the season and no one 
  has ever heard of a storm lasting this long.  
  The residents of Silence, a coastal town just south 
  of Icewind Dale, hear rumors of dragon cultists 
  roaming the lands, calling evil creatures to their 
  great ice dragon Arauthator, hitting the Ten Towns 
  and every settlement in between on the other side of 
  the Spine of the World.  
  Rumors are entertaining while told next to a warm 
  fire, but food in Silence is running low. What sinister 
  force is causing this early and brutal winter? Will it 
  ever subside long enough for Northern towns to gain 
  the supplies they need to avoid starvation? 
  This adventure is designed for four to six 
  characters, 5th to 9th level. If your group is smaller 
  than four, remove some opponents from the 
  encounters. If the group is bigger, add opponents to 
  the fights. Alter encounters for smaller groups to 
  avoid exceedingly tough battles. 
   
  What inspired Blade of Ulvinter? 
  In Rise of Tiamat, the tiefling warlock Maccath the 
  Crimson goes to the Sea of Moving Ice to find the 
  draakhorn. Maccath is captured by the ice dragon 
  Arauthator and later learns that a group of humans 
  from the Cult of the Dragon came to the iceberg half 
  a year ago. After negotiation with Arauthator, they 
  took the [draakhorn] away.  
  This adventure is the story of how one of those 
  Cultists decided to stay behind and promote anarchy 
  Use as a side-quest while the characters are sailing 
  to the Sea of Moving Ice in Rise of Tiamat or as a 
  stand-alone adventure in a sub-arctic setting. 
  Background 
  The port town of Silence is on the south side of the 
  Spine of the World near Icewind Dale, and is one of 
  the last trading posts before the Ten Towns and the 
  barbarian wilderness of the North. Trading typically 
  shuts down at the beginning of winter since the 
  storms that blow through the Spine make it 
  impossible. This requires the residents of Silence to 
  store up food and supplies, for no caravans pass 
  through until spring. 
  While winter
  never struck as soon in the season as this year. One 
  day a cold gale screamed down from the Spine of the 
  World and engulfed Silence in ice and snow. It has 
  gone on, non-stop for three weeks. Hearty rangers 
  and fur trappers arrived with tales of the unnatural 
  winter wreaking havoc on the roads and sea lanes 
  along the entire northern Sword Coast. Caravans 
  and ships are forced to take refuge in whatever 
  towns they arrive. 
  This is all the doing of Zaniak Urthadar, a Cult of 
  the Dragon wizard who decided to stay behind after 
  he and his comrades secured the Draakhorn from 
  Arauthator (see Rise of Tiamat). He wanted to create 
  anarchy in the North so as to ease its conquest by 
   
  To do this, he sought the legendary Blade of 
  Ulvinter from a tribe of Uthgardt barbarians in the 
  mountains north of Silence. Zaniak knew the 
  ignorant barbarians only worshiped the Blade as a 
  religious relic, but his arcane knowledge helped him 
  determine that a mighty wizard such as himself 
  could use it to control the 
  he stole the Blade and used it to block the Northern 
  trade routes with ice and snow in order to starve the 
  population into submission.  
  But 
   powerful for 
  Zaniak. The more he used it, the more it drove him 
  insane. Now there is no negotiating with him. If he is 
  not stopped, his insanity will freeze the entire North 
  so that nothing moves again besides the endless 
  snow.   
  Hooks 
   While sailing north along the Sword Coast, a freak 
  refuge in the port of Silence.  
   The characters are traveling north with a caravan 
  to the Ten Towns. It stops in Silence because the 
  strange storm has made the mountain roads 
  impassible. 
   The characters are residents of Silence who simply 
  want to end the storm and keep their town from 
  starving. 
  
  BLADE OF ULVINTER  4 
  Adventure Synopsis 
  1. Kobold Raid.  A local Emerald Enclave scout, 
  Petros Gallantros, sounds the alarm that kobolds 
  s food stores. The characters 
  fend off the raid, but many kobolds escape through a 
  secret tunnel beneath Silence with a substantial 
   
  The characters learn that kobolds are rallying to 
  legendary Blade of Ulvinter from the Uthgardt 
  barbarians. Petros urges the characters to help him 
  track down the kobolds and possibly find Zaniak so 
  they can end the unnatural storms assaulting the 
  region.  
  2. Zaniak Strikes. Characters exit the kobold 
  tunnel outside the town walls. They follow the tracks 
  through the thick snow to the kobold cave entrance, 
  Zaniak escapes into the cave during the battle. 
  3. Kobold Lair. Characters chase Zaniak through 
  the kobold cave, battling kobolds and monsters, and 
  disarming traps along the way. They locate a secret 
  entrance to the Uthgardt stronghold. 
  4. Barbarian Stronghold. Characters enter the 
  stronghold to find that Zaniak has put the 
  barbarians into a frozen sleep. He wields the Blade 
  of Ulvinter and attacks the characters. 
  Conclusion. Characters defeat Zaniak, dispel the 
  frozen sleep he cast on the barbarians, and return 
  the Blade to them. This ends the winter gales. The 
  barbarians generously reward the characters for 
  their honor and bravery.  
  1. Kobold Raid 
  in the town of Silence. The tavern 
  keeper, a gnome named Filchbatter Timers, tells the 
  patrons in a shrill voice to enjoy the mead in their 
  up and the trade routes reopen. This produces a 
  chorus of grumbling. 
  But the grumbles are silenced by a gust outside 
  that rattles the shutters and makes the roof groan 
  and creak. You and the other patrons glance 
  ner
  unnatural gale assaulting the town.  
  You listen to the patrons weave fanciful rumors of 
  dark wizards and dragon cultists as the cause of the 
  themselves rather than speaking the truth. 
  The door slams open. A blast of frigid wind dims 
  the candles on each table and even the roaring fire 
  in the hearth. Everyone jumps and looks to the 
  frantic, fur-clad human at the door.  
  e 
   
   
  The bearded man is Petros Gallantros, a local 
  Emerald Enclave scout 
  strange winter weather. 
  If the characters follow Petros through the 
  blinding storm and into the food storage building, 
  they are attacked by three kobold thugs as soon as 
  they enter. Ten more kobolds rifle through the dried 
  food shelves. 
  After the battle, the characters discover that a 
  flour and smoked 
  pork and beef is gone. 
  A DC 10 Wisdom (Perception) check reveals a hole 
  in the floor near the back of the storage room that 
  looks to have been hacked through with an axe from 
  below. If the characters investigate the hole, they 
  hear scuffling footsteps and kobold grunts in the 
  dark tunnel getting further and further away. 
   
   If the characters keep a kobold alive for 
  questioning, a DC 10 Charisma (Intimidation) 
  check will get the frightened kobold talking in 
  Common. It says Zaniak Urthadar, a Cult of the 
  Dragon wizard, stole the Blade of Ulvinter from a 
  evil creatures (like the kobolds) to his banner. The 
  food of local towns so they would starve in the 
  impassible winter gales and submit to his rule.  
   If the characters killed all the kobolds 
  without questioning them, Petros explains he is 
  an Emerald Enclave scout who had just returned 
  from investigating the unnatural weather, nearly 
  frozen and malnourished, as the kobolds attacked. 
  He provides the same information that the kobold 
   
  
  BLADE OF ULVINTER  5 
  Petros wants to follow the kobolds through the 
  tunnel. Not only does he want to retrieve the stolen 
  location. Due to his weakened condition, he asks the 
  characters for help. 
  If the characters waffle on helping, he says he 
  could get the townsfolk to contribute 500 GP as 
  compensation. 
   
  2. Zaniak Strikes 
  forced to bend at the waist to walk through them. 
  While crude logs are placed periodically to reinforce 
  the ceilings, dirt and rocks seem to fall upon you 
  with each step. You fear the tunnels could collapse 
  at any moment and bury you alive in cold, 
  suffocating darkness. The air is frigid but stifling, as 
  if you need to take two breaths to get the benefit of 
  one. 
  The sounds of scuffling ahead get farther and 
  farther away, and you despair that you might lose 
  the quicker kobolds. But you can feel the air getting 
  fresher. You finally emerge from the tunnel into a 
  fo
  icy wind sways the 
  pines above you, and snow covers the ground in 
  knee-high drifts. 
  The kobolds are nowhere to be seen.  
   
  The PCs can find the kobold tracks in the fresh snow 
  with a DC 10 Wisdom (Survival) check. If they follow 
  the tracks through the cold woods: 
   
  The snowfall is increasing and the wind wails 
  life. Ice crystals cling to your hair, your face burns in 
  the arctic gusts, and your feet are wet and numb.  
   
  Make the characters roll a DC 12 Constitution save 
  vs. one level of Exhaustion. The storm is getting 
  than any Northern citizen knows to be safe. 
  cave entrance. However, they find the insane Zaniak 
  Urthadar waiting for them. 
   
   
   
  A black-cloaked figure stands before the cave. It 
  looks human and is surrounded by a blue, 
  otherworldly aura. A fur-lined hood covers the head, 
  shadow within that hood. Strangely, while the frigid 
  win
  does not move.  
   
  Zaniak laughs maniacally and holds up a dagger. 
  The blade looks like an 8-inch, jagged icicle.  
  He then says a few arcane words. The falling snow 
  begins to swirl and glitter and coalesce into six 
  jagged blobs of ice. Each one quickly sprouts arms, 
  legs, a head, and wings. The icy creatures have 
  ethereal blue eyes that glitter cruelly when they see 
  you. They all shriek as one and dart toward you. 
   
  Zaniak casts conjure minor elementals to summon 
  six ice mephits, and then immediately disappears 
  into the kobold cave. 
  3. The Kobold Lair 
  3A. Cave Entrance 
  you hear is the wind freezing your ears and the 
  thumping of your own heart. You must stoop down 
  again to make your way through the tunnel, but at 
  least this time you have solid rock above you rather 
  than showering dirt. About ten feet in, four crudely 
  carved steps descend to a pebble-strewn floor. 
   
  Acid trap. Twenty feet into the cave, the kobolds set 
  a tripwire six inches off the ground. When a 
  character triggers it, a bucket of acid falls from the 
  ceiling onto the character. The character must 
  succeed on a DC 12 Dexterity saving throw or take 7 
  (2d6) acid damage.  
  A successful DC 12 Wisdom (Perception) check 
  reveals the tripwire, which the characters can simply 
  step over. They can also disable it with a DC 12 
  Intelligence (Investigation) check. 
   
  
  BLADE OF ULVINTER  6 
  3B. Living Quarters 
  The room is strewn with matted, filthy bedding furs. 
  If not for the cold, the furs would likely stink of the 
  bits of desiccated flesh still clinging to them. 
   
  A DC 12 Intelligence (Investigation) check reveals 
  that about two dozen kobolds must live in this cave. 
  However, none are there at the moment. 
  Treasure. Among the dingy furs, the characters 
  find deer and moose antlers carved into draconic 
  images. Five of them might earn the characters 100 
  GP a piece from the right collectors. 
   
  In the southern corner of the room you find sacks of 
  flour and dried pork and beef laying haphazardly as 
  if thrown there in haste. The sacks sit atop old leg 
  bones, rib cages, and fresh bloody deer haunches 
  with muscle and sinew half-gnawed off. 
   
  Zaniak has enthralled a young remorhaz and 
  assigned it to guard the kobold caves. But it got 
  hungry and made its way to the kobold living 
  quarters a venison snack. It attacks from behind the 
  sacks as soon as the characters enter. 
  After the battle, if the characters look closely at 
  the sacks 
  l see black stamps indicating they 
  came from Silence. Petros resolves to send a party 
  Zaniak. 
   
  3C. Intersection 
  Pit trap. The intersection has a pit trap with wooden 
  spikes at the bottom. The pit is fifteen feet long and 
  twenty feet deep. It spans the width of the hall, 
  except for a one-foot ledge along the right side to 
  allow passage.  
  A successful DC 15 Wisdom (Perception) check 
  shows a lack of foot traffic across the hidden pit, and 
  a successful DC 15 Intelligence (Investigation) check 
   Characters 
  can traverse the ledge with a successful DC 12 
  Dexterity (Acrobatics) check. 
  Any creature falling into the pit takes 7 (2d6) 
  falling damage and an additional 11 (2d10) piercing 
  damage.  
   
  3D. Frozen Underground River 
  The underground river is frozen over with an inch 
  thick layer of ice. The characters can cross it with a 
  successful DC 15 Dexterity (Acrobatics) check.  
  If they fail, they fall down; the ice cracks and they 
  plunge into the frigid water. They take 7 (2d6) cold 
  damage. Any character that tries to rescue the fallen 
  must succeed on another DC 15 Dexterity 
  (Acrobatics) check or fall into the water, too. 
   
  3E. Workshop 
  Crude torches and lanterns illuminate a room with 
  workbenches filled with various mechanical devices, 
  vials, and powders. Other workbenches contain 
  swords, spears, and bits of leather armor, all in 
  various states of disrepair. An acrid stench
  chemicals, burning parchment, rotting meat
  fills 
  the room, and you quickly find the source. 
  Three human-sized amphibian creatures scurry 
  about the room on all fours throwing paper scrolls 
  and ledgers into a fire pit. They have toad-like faces, 
  mottled white hides pulled tight over lean muscle, 
  and webbed hands and feet that end in barbed 
  claws. 
   
  The kobold workshop is where they devise their 
  traps, repair their weapons, and stitch their meager 
  clothing and armor.  
   ice toads manage the 
  kobolds for 
  they also maintain Zaniak
  through the room, he warned them the characters 
  were coming. The ice toads are burning 
  incriminating scrolls and papers associated with the 
  .  
  Treasure. Upon searching the workshop, the 
  characters find 7 gems worth 50 GP each, a potion of 
  resistance, and a potion of growth. 
   
   
  You arrive in a dark cavern so large that your torch 
  light cannot illuminate its entirety.  
  With a terrible shriek, a large kobold jumps down 
  from a ledge in the darkness. It snarls something at 
  you in its draconic language, and then many more 
  kobolds jump down from other ledges and surround 
  you. 
   
  
  BLADE OF ULVINTER  7 
  The kobold chief, three kobold thugs, and twelve 
  kobolds attack. If the characters defeat the kobold 
  chief, they can search the body to find a single worn 
  key. The kobold thugs and kobolds have nothing 
  value. 
  A DC 13 Wisdom (Perception) check reveals the 
  secret door on the south side of the cavern that 
  leads to the barbarian stronghold. 
  Spike Trap. There is a single banded chest on the 
  south side of the room near the secret door. If the 
  whirs and clicks coming 
  from the chest. Then a heavy log with metal spikes 
  embedded in it drops from the dark ceiling. The 
  characters can detect the trap with a DC 15 Wisdom 
  (Perception) check and disarm it with a DC 12 
  Intelligence (Investigation) roll. They can unlock the 
  chest with a DC 13 Dexterity (Thieves Tools) roll. 
  Treasure. Inside the chest are 300 GP, 4 carved 
  antlers worth 25 GP each, a potion of healing, a 
  locate object spell scroll, and Frost Brand. 
   
  3G. Stairs to Barbarian Stronghold 
  At the end of the tunnel you find a rickety, wooden, 
  circular staircase rising up to the ceiling about 
  twenty feet above.  
  Next to the staircase is a tall wooden figure carved 
  into a humanoid shape. Thick tree bark covers its 
  chest and legs like armor, while its arms looked like 
  freshly stripped tree limbs that were pinned to the 
   
   
  The stairs are guarded by a wood golem, which 
  attacks as soon as the characters get within five feet. 
  4. The Barbarian Stronghold 
  4A. Pantry 
  You climb the wooden steps up to a wide hole at the 
  top through which you can easily fit. The hole is cut 
  into the rock and through what looks like a wooden 
  floor just above it. 
   
  When the first character comes out of the hole, 
  he/she looks back to see that the wooden floor looks 
  solid. That is, until the next character seems to 
  materialize from out of the floor. Zaniak cast a 
  programmed illusion on the hole to make it look like 
  the floor. 
   
  You emerge into a dark, cold room filled with barrels 
  and sacks. Bound haunches of dried and smoked 
  meats hang from the wood rafters. Long tables on 
  either side of the stone walls contain various kitchen 
  implements: knives, bowls, mugs, and wooden 
  plates. Crusty loaves of bread and shriveled tubers 
  sit on the tables in various stages of preparation. 
  There are no other sounds besides the creaking of 
  your footsteps on the plank floor and the howling 
  wind outside. 
   
  4B. Main Hall 
  The large room is cold and dark. It has a high, 
  thatched roof. Two fire pits sit in either half of the 
  long time. A stone dais with a gray stone pedestal 
  stands in the northeast part of the room. The 
  pedestal is covered with a golden fur pelt.  
  Your torches suddenly dozens of blue figures 
  spread throughout the room. They look like statues 
  of tall human warriors, all with long hair, muscled 
  arms, and each holding up a weapon as though 
  about to attack an enemy.  
  On the east side of the room is a tall-backed 
  wooden chair where sits another blue figure with 
  long hair, beard, muscled arms, and an axe. His face 
  is twisted in anger and he looks as though he were 
  about to stand.  
  The blue statue of a tall, regal woman stands 
  beside the chair. Her hair is braided and hangs 
  down her back. Fur-lined leather armor covers her 
  chest and arms. She holds a battleaxe and wears a 
  snarl of defiance. 
  A loud screech suddenly comes from outside the 
  double-wooden doors on the south side of the room. 
   
   already, 
  Petros explains these are the frozen remains of 
  Eadox
  Esvele, and 
  twenty berserkers. Zaniak used the Blade of 
  Ulvinter to freeze (paralyze) them when he stole it. 
  The screeching they hear is the ice wyvern arriving 
  to help Zaniak escape (see 4J. Zaniak Tries to Flee). 
  The fur-lined pedestal is where the tribe displayed 
  the Blade as an object of religious veneration. They 
  
  BLADE OF ULVINTER  8 
  never used it, for they did not have the magical 
  knowledge or skill to understand its power.  
  A successful DC 15 Intelligence (Arcana) check 
  reveals the fur-lined pedestal is enchanted with a 
  permanent antimagic field, cancelling out and hiding 
   
  Treasure. Zaniak uses the Main Hall as a storage 
  nearby towns. In the southwest corner of the Main 
  Hall are three banded chests containing 1,000 GP, 
  four potions of healing, an arrow-catching shield, and 
  a giant slayer battle axe.  
   
  4C. Hallway 
  The stone hallway has three wooden doors. The 
  south door leads to the pantry, which is unlocked. 
  However, the north and west doors are both locked. 
  A successful DC 15 Dexterity (Thieves Tools) roll will 
  open each door. 
   
  4D. Treasure Room 
  A successful DC 15 Dexterity (Thieves Tools) unlocks 
  the banded wood door.  
  The room is lined with shelves containing neatly 
  stacked papers, scrolls, and leather-bound books. If 
  the characters inspect the shelves, they find sheet 
  after sheet of music. From bawdy drinking songs to 
  religious hymns, love ballads to glorious war 
  marches. Most were written by bards from the 
  south, but there are partially completed parchments, 
  quills, and frozen ink bottles on nearby tables 
  indicating the barbarians wrote a few. One shelf 
  even holds musical instruments: lyres, pipes, hand 
  drums, cow horns, and a harp. 
  Treasure. A medium chest sitting on one of the 
  shelves contains 100 GP, 250 SP, and 300 CP.  
   
  Filthy thieves! 
  If the characters take anything from the stronghold, 
  barbarians, not loot their home. He also warns that 
  nation. 
  Even if they do not free the paralyzed barbarians 
  (see 4B. Main Hall), news of the theft would reach 
  other Uthgardt tribes and possibly cause war with 
  Silence and the surrounding communities. 
  4E. Animal Pen 
  The tribe once kept its animals here, but the 
  characters find only the frozen carcasses of goats 
  and chickens that starved to death weeks ago.  
   
  4F. Armory 
  The tribe stores most of its weapons here. There are 
  racks of battleaxes, wooden shields, spears, helmets, 
  and leather armor. Tables line the walls containing 
  various tools and implements that the tribe uses to 
  repair and strengthen their weapons and armor. 
  All weapons and armor are non-magical, but in 
  relatively good condition. 
   
  4G. Latrines 
  There is nothing in this room but latrine holes. If the 
  characters are curious and look into the holes, they 
  see nothing but stone half-pipes leading into 
  darkness. The lack of odors tells them that the 
  contents of the latrines have been frozen for a long 
  time. 
   
  4H. Bedroom 
  with various furs rests against the north wall. A 
  round fire pit, cold and silent, sits in the northwest 
  corner of the room.  
  unlocked and contain hide breeches, fur cloaks, 
  tunics, and other sundry clothes for a man and 
  woman. There is nothing else of value. 
   
  4I. Barracks 
  most trusted warriors sleep off their battles and 
  revelry. The room holds fifteen cots covered in furs. 
  Beside each cot is a small chest, none of them 
  locked. If the characters rifle through the berserker 
  chests, they find trinkets, mementos of families, 
  pendants with orc teeth, and a few silver coins all 
  totaling 50 SP. 
   
   
   
   
  
  BLADE OF ULVINTER  9 
  4J. Zaniak Tries to Flee 
  As soon as you open the doors, the wind and snow 
  slam into you as if it were a wall of ice and air. At 
  then you spy a 
  blue-white creature with leathery wings flapping as 
  it descends to the ground about thirty paces away. It 
  has two scaly legs and a thick sinewy tail with a 
  large stinger at the tip. 
  Zaniak whirls around as soon as you exit the 
  persistence is admirable. Tiamat could use soldiers 
  like you in her army. What do you say? Join the 
  winning side and be rewarded with whatever you can 
  let me escape  
   
  Zaniak has called an ice wyvern to fly him away. 
  When he sees the characters, he cast mass 
  suggestion on them from the scroll in his hand.  
  Those who fail their Wisdom saving throws are 
  charmed and will refuse to take part in any action 
  that prevents Zaniak from escaping.  
  For those who make their Wisdom saves, Zaniak 
  gets so insanely angry over them thwarting his will 
  that he orders his ice wyvern to attack rather than 
  carry him away. He also participates in the attack.  
  Hit Points drop to 1, he pleads for 
  mercy from the characters. 
  Conclusion 
  After the characters defeat Zaniak, they find on him 
  two dispel magic scrolls. They can dispel the 
  paralysis placed on the barbarians by using a 
  dispel magic scroll or by simply returning the Blade 
  of Ulvinter to the antimagic field pedestal.  
  Once the characters do either, the frozen 
  barbarians are released from their paralysis.  
   
  The blue frost covering the barbarians slowly melts 
  and fades, replaced by their normal skin color. They 
  all gasp their first breaths in weeks and stagger 
  forward. But they quickly right themselves and stare 
  at you with their weapons raised. 
  closely by Esvele. They slowly weave their way 
  through the tense warriors and stand before you 
  with shrewd eyes. 
  suddenly bows his head deeply, as does Esvele and 
  then all twenty warriors. 
  and 
  his voice turns into a 
  snarl
  everything he did, from the moment he froze us to 
  the moment you freed us. We are forever in your 
   
   
  Eadox and Esvele demand two things: 
   
   Return the Blade of Ulvinter. If the characters 
  decide to keep the Blade, Eadox, Esvele, and 
  twenty berserkers attack. 
   If Zaniak survived the fight, the enraged 
  barbarians demand that he be turned over to 
  them.   
  If the characters hand him over, Zaniak 
  pleads for mercy, but is shoved into a barbarian 
  dungeon to await his fate.  
  If the characters demand Zaniak face justice 
  in Silence, the barbarians let him go as payment 
   
  they angrily cancel all trade and non-aggression 
  agreements with Silence.   
  If the characters agree to both demands, Eadox 
  rewards them with the treasure that Zaniak stored 
  in the Main Hall. The barbarians want no treasure 
  that they did not steal themselves in glorious battle. 
  The characters return to Silence and tell the 
  townsfolk where to find the kobold lair that contains 
  their stolen food. Petros organizes a party to go out 
  and retrieve the food.  
  If Petros offered the characters 500 GP for their 
  help in 1. Kobold Raid, he gathers the promised 
  reward and hands it over to the characters.  
   
  Extra XP Awards 
  If the characters were wise enough to question a 
  kobold in 1. Kobold Raid to learn abou
  plan, give them each an extra 200 XP. 
  If the characters defeat Zaniak and immediately 
  give the Blade of Ulvinter back to Eadox without him 
  asking for it, award them another 300 XP each.  
   
  
  BLADE OF ULVINTER  10 
  Appendix A: Maps 
  Kobold Lair 
   
   
   
   
   
   
  
  BLADE OF ULVINTER  11 
  Barbarian Stronghold 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BLADE OF ULVINTER  12 
  Appendix B: Magic Items 
  Blade of Ulvinter 
  Weapon (dagger), legendary 
  You gain a +2 bonus to attack and damage rolls 
  made with this magic dagger. It has an oak hilt and 
  an 8-inch blade that looks like clear, jagged ice.  
  Once per day, a creature with spellcasting ability 
  can use one action to speak a command below: 
   
  Command 
  Result 
   
  Drivsnö 
   
  A winter gale, regardless of the season, 
  will form over a 20 mile area centered on 
  your location. Snow, ice pellets, and 30 
  mile per hour winds will assault the area 
  of effect. The gale lasts 24 hours after 
  you speak the command and then 
  dissipates. 
   
   
  Skare 
   
  An icy chill fills the air in a 30-foot 
  radius from a point that you can see. 
  Creatures caught within the area of 
  effect must make a Constitution saving 
  throw. If they fail, they are frozen in 
  place (paralyzed) and take 3d6 cold 
  damage. If they succeed
  in place (paralyzed) but take no 
  damage.  
   
  Paralysis lasts until dispelled. 
   
  Creatures immune to cold suffer no 
  effects. Creatures with resistance to cold 
  automatically succeed on all saving 
  throws.  
   
   
  Legend has it that the great barbarian demigod 
  Uthgar wielded the Blade, but most barbarians think 
  this is folly: No self-respecting barbarian would wield 
  a dagger over a good axe. However, the tribe does 
  believe that Uthgar took the Blade from Illusk after 
  wiping out the Grand Cabal of wizards there over 
  1,000 years ago. The tribe has guarded this 
  possession of the divine Uthgar ever since. 
   
   
   
   
   
  Frost Brand 
  Weapon (longsword), very rare (requires attunement) 
  When you hit with an attack using this magic sword, 
  the target takes an extra 1d6 cold damage. In 
  addition, while you hold the sword, you have 
  resistance to fire damage.  
  In freezing temperatures, the blade sheds bright 
  light in a 10-foot radius and dim light for an 
  additional 10 feet. 
  When you draw this weapon, you can extinguish 
  all non-magical flames within 30 feet of you. This 
  property can be used no more than once per hour. 
  Proficiency with a longsword enables you to add 
  your proficiency bonus to the attack roll for any 
  attack you make with it. 
  Notes: Damage: Cold; Resistance: Fire, Damage, 
  Combat, Versatile 
   
   
   
  
  BLADE OF ULVINTER  13 
  Appendix C: NPCs 
  Eadox Gor-va, Barbarian King 
  Medium humanoid (human), chaotic neutral 
   
   
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  17 (+3) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 
  9 (-1) 
   
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of his turn, Eadox can gain 
  advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against him have advantage 
  until the start of his next turn. 
   
  Actions 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12+3) slashing damage. 
   
  Description 
   
  Eadox is the 12th Gor-va king of his tribe and a proud 
  guardian of the Blade of Ulvinter. He loves combat, 
  especially with the monsters that inhabit the northern 
  forests, though he’s been known to raid the dwarven 
  strongholds nearby when they are foolish enough to 
  venture through his territory without asking 
  permission. 
  He maintains peace with Silence partly out of 
  tradition and partly because he enjoys the new music 
  sheets for which he trades with them (he loves bardic 
  tales and drinking songs). 
   
   
   
   
   
   
   
   
   
  Esvele, Barbarian Queen 
  Medium humanoid (human), chaotic neutral 
   
   
  Armor Class 13 (leather armor) 
  Hit Points 57 (9d8 + 17) 
  Speed 30 ft. 
   
  STR 
  15 (+2) 
  DEX 
  14 (+2) 
  CON 
  17 (+3) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
   
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of her turn, Esvele can gain 
  advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against her have advantage 
  until the start of her next turn. 
   
  Actions 
   
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) slashing damage. 
   
   
   
   
   
  
  BLADE OF ULVINTER  14 
  Petros Gallentara (Scout; Emerald 
  Enclave) 
  Medium humanoid (human), chaotic good 
   
   
  Armor Class 13 (leather armor) 
  Hit Points 42 (5d8 + 10) 
  Speed 30 ft. 
   
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
   
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 1 (200 XP) 
   
  Keen Hearing and Sight. Has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
   
  Actions 
   
  Multiattack. Makes two melee attacks or two ranged 
  attacks. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+3) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 
  150/600, one target. Hit: 7 (1d8+3) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Zaniak Urthadar (Wizard; Cult of the 
  Dragon) 
  Medium humanoid (human), lawful evil 
   
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 41 (9d8) 
  Speed 30 ft. 
   
  STR 
  9 (-1) 
  DEX 
  14 (+2) 
  CON 
  11 (+0) 
  INT 
  17 (+3) 
  WIS 
  12 (+1) 
  CHA 
  11 (+0) 
   
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Draconic,  
  Challenge 6 (2,300 XP) 
   
  Spellcasting. Zaniak is a 9th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). He has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): conjure minor elementals, ice storm, 
  5th level (1 slot): cone of cold 
   
  Actions 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 
  150/600, one target. Hit: 7 (1d8+3) piercing damage. 
   
   
   
   
   
  
  BLADE OF ULVINTER  15 
  Appendix D: Monsters 
  Berserker 
  Medium humanoid (human), chaotic neutral 
   
   
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  17 (+3) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 
  9 (-1) 
   
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
   
  Actions 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12+3) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ice Mephit 
  Small elemental, neutral evil 
   
   
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  7 (-2) 
  DEX 
  13 (+1) 
  CON 
  10 (+0) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 
  12 (+1) 
   
   
  Skills Perception +2, Stealth +3 
  Damage Resistance Bludgeoning, Fire 
  Damage Immunities Cold, Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
   
   
  Death Burst. When the mephit dies, it explodes in a 
  burst of jagged ice. Each creature within 5 feet of it 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) slashing damage on a failed save, or half as 
  much damage on a successful one. 
   
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  shard of ice. 
   
  Innate Spellcasting.(1/Day). The mephit can innately 
  cast fog cloud, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
   
  Actions 
   
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 
  (1d4) cold damage. 
   
  Frost Breath (Recharge 6). The mephit exhales a 15- 
  foot cone of cold air. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
  
  BLADE OF ULVINTER  16 
  Ice Toad 
  Medium monstrosity, neutral 
   
   
  Armor Class 12 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. (swim 30 ft.) 
   
  STR 
  13 (+1) 
  DEX 
  10 (+0) 
  CON 
  14 (+2) 
  INT 
  8 (-1) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
   
   
  Skills Perception +2 
  Damage Immunities Cold 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Ice Toad 
  Challenge 1 (200 XP) 
   
   
  Amphibious. The toad can breathe air and water. 
   
  Cold Aura. Any creature that starts its turn within 5 
  feet of the toad takes 3 (1d6) cold damage. 
   
  Standing Leap. The toad’s long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start. 
   
  Actions 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) 
  cold damage. If the target is a Medium or smaller 
  creature, it is grappled (escape DC 11). Until this 
  grapple ends, the toad can’t bite another target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ice Wyvern 
  Medium dragon, unaligned 
   
   
  Armor Class 13 (natural armor) 
  Hit Points 57 (13d6 + 18) 
  Speed 15 ft. (fly 60 ft.) 
   
  STR 
  16 (+3) 
  DEX 
  10 (+0) 
  CON 
  14 (+2) 
  INT 
  5 (-3) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
   
   
  Skills Perception +3 
  Damage Immunities Cold 
  Senses Darkvision 60 ft., Passive Perception 14 
  Language -- 
  Challenge 3 (700 XP) 
   
   
  Actions 
   
  Multiattack. The wyvern makes two attacks: one with 
  its bite and one with its stinger. While flying, it can use 
  its claws in place of one other attack. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. 
   
  Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 2) piercing damage. The 
  target must make a DC 15 Constitution saving throw, 
  taking 12 (4d6) cold damage on a failed save, or half as 
  much damage on a successful one. 
   
  Description 
   
  Ice wyverns have scaly, blue and white skin, and roam 
  the arctic and sub-arctic regions. Though smaller than 
  their wyvern cousins, they have the same shape: two 
  scaly legs, leathery wings, and a sinewy tail topped 
  with a stinger that can kill a creature with cold in 
  seconds. 
   
   
   
   
   
   
  
  BLADE OF ULVINTER  17 
  Kobold 
  Small humanoid, lawful evil 
   
   
  Armor Class 12 
  Hit Points 5 (2d6 -2) 
  Speed 30 ft. 
   
  STR 
  7 (-2) 
  DEX 
  15 (+2) 
  CON 
  9 (-1) 
  INT 
  8 (-1) 
  WIS 
  7 (-2) 
  CHA 
  8 (-1) 
   
   
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
   
   
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Pack Tactics. The kobold has advantage on attack rolls 
  against a creature if at least one of the kobold's allies 
  is within 5 feet of the creature and the ally isn't 
  incapacitated. 
   
  Actions 
   
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
  Description 
   
  Kobolds are craven reptilian humanoids that 
  commonly infest dungeons. They make up for their 
  physical ineptitude with a cleverness for trap making. 
   
   
   
   
   
   
   
   
   
   
   
  Kobold Chief 
  Small humanoid, lawful evil 
   
   
  Armor Class 17 (chain shirt, shield) 
  Hit Points 13 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  13 (+1) 
  DEX 
  15 (+2) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  9 (-1) 
   
   
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
   
   
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Pack Tactics. The kobold has advantage on attack rolls 
  against a creature if at least one of the kobold's allies 
  is within 5 feet of the creature and the ally isn't 
  incapacitated. 
   
  Actions 
   
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BLADE OF ULVINTER  18 
  Kobold Thug 
  Small humanoid, lawful evil 
   
   
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  14 (+1) 
  DEX 
  12 (+1) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  8 (-1) 
  CHA 
  6 (-2) 
   
   
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages Common, Draconic 
  Challenge 1/2 (100 XP) 
   
   
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Pack Tactics. The kobold has advantage on attack rolls 
  against a creature if at least one of the kobold's allies 
  is within 5 feet of the creature and the ally isn't 
  incapacitated. 
   
  Actions 
   
  Short Spear. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
   
   
  Wood Golem 
  Medium construct, neutral 
   
   
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
   
  STR 
  19 (+4) 
  DEX 
  9 (-1) 
  CON 
  18 (+4) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
   
   
  Skills Perception +3 
  Damage Vulnerabilities Fire 
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that 
  aren't Adamantine 
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Language Understands the languages of its creator but 
  can't speak 
  Challenge 5 (1,800 XP) 
   
   
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
   
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
   
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The golem's weapon attacks are 
  magical. 
   
   
  Actions 
   
  Multiattack. The golem makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Description 
   
  Wood golems are 6-foot wooden figures carved into 
  the shape of a humanoid. Thick tree bark covers their 
  chests and legs like armor, while their arms look like 
  freshly stripped tree limbs that were pinned to the 
  carving’s shoulders. 
   
   
   
   
   
   
   
   
   
   
   
  
  BLADE OF ULVINTER  19 
  Young Remorhaz 
  Large monstrosity, unaligned 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., burrow 20 ft. 
   
  STR 
  18 (+4) 
  DEX 
  13 (+1) 
  CON 
  17 (+3) 
  INT 
  3 (-4) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
   
   
  Damage Immunities Cold, Fire 
  Senses Darkvision 60 ft., Tremorsense 60ft., Passive 
  Perception 10 
  Language - 
  Challenge 5 (1,800 XP) 
   
   
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it 
  takes 7 (2d6) fire damage. 
   
   
  Actions 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) 
  fire damage. 
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Blade of Ulvinter.pdf