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  A Four-Hour Adventure for 1st- and 2nd-Level Characters 
  Optimized for APL 3.
  A Plague of Ancients Adventure
  DDAL10-02
  Credits
  Credits
  Lead Designer: Travis Woodall
  Designer: Laura Thompson
  Editing: Ashley Michaela “Navigator” Lawson
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Mark Behm, Jedd Chevrier, David René 
  Christensen, Robson Michel, Brian Valeza, provided by 
  Wizards of the Coast and used with permission.
  Dragonmaw Spring Art: Matthew Roderick
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Brandy Camel, 
  Lea Helotis, Chris Lindsay, Chris Tulach
  D&D Adventurers League Administrators: Ma’at Crook, 
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan 
  Patrick, Travis Woodall
  Playtesters: Patrick Beach, Francesca Clark, Daniel 
  Franco, Travis Fuller, Wayne Fuller, Chris McGovern, 
  Joe Mooney, Daniel Oliveira, Andrew Oliver, Alain 
  Pham, Jonathan Reitz, Jia Jian Tin, Marcello Velazquez
  Special Thanks: Joy Thompson, Paige Leitman, GM Tim
  GNASHING TEETH
  The goliaths of Wyrmdoom Crag are a proud, but thankfully, generous people. Having 
  provided you with shelter from the deadly wilds of Icewind Dale, they’ve asked you to 
  look into the strange things that’ve been happening in and around their home.
  Part Two of the Plague of Ancients Series of Adventures.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Adventure Primer
  Adventure Primer
  “When you spend so long trapped in darkness, you find that 
  the darkness begins to stare back.”
  —Sarah J. Maas, A Court of Mist and Fury
  This adventure is designed for three to seven 1st- to 4th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range can’t participate in this adventure.
   The adventure takes place high in the Spine of the World 
  mountain range, between the Reghed Glacier and the Ten-
  Towns of Icewind Dale.
  Background
  ICEWIND DALE, the frigid expanse north of the 
  SPINE OF THE WORLD, is deep in the grip of the 
  EVERLASTING RIME—a name bestowed upon the 
  wrath of AURIL THE FROSTMAIDEN. Denied the 
  sun’s warmth, the people of TEN-TOWNS, the GOLIATH 
  CLANS, and the REGHED NOMADS in the surrounding 
  wilds, huddle near their fires to drive away the cold, 
  hoping they’ll be able to endure the chill until the sun 
  rises once more.
   Unbeknownst to them however, the cold is the least 
  of their concerns. Among the THUUNLAKALAGA 
  clan—the goliaths of WYRMDOOM CRAG—the druid 
  FERAL-TONGUE has gone missing, and in his absence, 
  beasts infused with CHARDALYN are driving away prey 
  and fomenting madness in the minds of the people they 
  encounter.
   All is not yet lost; OLD GOAT, the leader of the 
  Thuunlakalaga clan anticipates a sign. Salvation will be 
  heralded by a FALLING STAR on the distant horizon, an 
  ember of hope to melt away the icy grip of doubt in her heart.
  Overview
  The adventure’s story is spread over four parts and takes 
  approximately 4 hours to play:
  Call to Action: The Ask (10 mins). The characters meet 
  Old Goat and Kaskur Spearsong, share stories around 
  the fire, and are asked to visit Rikuur Hideminder.
  Part 1: Hideminder (50 mins). The characters visit 
  Rikuur, who informs them that several of the clan’s goats 
  have gone missing recently. While helping him tend the 
  herd, one goat leads them on a merry chase with a grisly 
  end. This is Story Objective A.
  Part 2: Trapped Under Ice (60 mins). The characters 
  accompany Kaskur on a trek through the wilderness 
  to check on the reclusive goliath Kugan Windwhisper. 
  They’re ambushed while attempting to cross a frozen 
  river and must save Kaskur from an icy doom. This is 
  Story Objective B.
  Part 3: The Grove (60 mins). Desperate for warmth, the 
  party must find a way to bypass an ancient shrine’s wards 
  to gain access to its life-saving warmth. How long dare 
  they stay? This is Story Objective C.
  Part 4: Pack Hunters (60 mins). As the characters race 
  the wind to reach the safety of Wyrmdoom Crag before 
  a blizzard engulfs the region, they’re ambushed by the 
  wolves that’ve shadowed them throughout their journey. 
  They must battle both the elements and the wolves 
  at once if they’re to survive the night. This is Story 
  Objective D.
  Story Awards
  At certain points in the adventure, you’ll see this 
  glyph along with an entry describing how the 
  specified story award is earned or impacted by 
  the story. Ignore the entry if it refers to a story award none 
  of the characters have. If it refers to a story award the 
  characters just earned, it provides information for you and 
  the players.
  Adventure Hooks
  In addition to the characters’ individual backgrounds, 
  the following hooks are possible ways to involve the 
  adventurers in this scenario. Useful if you have players who 
  are unsure why their characters are here:
   Caravan Refugee. With their caravan destroyed and the 
  trade routes blocked by avalanches, the characters are now 
  refugees trying to find their way to civilization.
   Dire Portents. Characters with ties to the divine 
  or arcane have received visions of unusual goings-on 
  in Icewind Dale, which is deep within the grasp of an 
  unusually long, deep winter called the Everlasting Rime.
   The Great Hunt. Characters who prefer the wilder parts 
  of the world have heard rumors of unusually cunning 
  beasts wandering the wilds of Icewind Dale and may be 
  seeking them out for a challenge, or to investigate them.
  Narrating Frostclaw, the Hunter
  Though they only directly encounter her twice, the characters 
  are constantly hunted by the awakened owlbear as the story 
  arc develops. To ensure you instill the appropriate sense of 
  paranoia and dread this villain deserves, leave signs of her 
  passage for the characters to encounter as they adventure 
  beyond the safety of Wyrmdoom Crag. Examples include:
  • A large, white feather, stained with blood.
  • The mutilated carcass of a beast or a missing goliath 
  hunter.
  • Large paw prints that’re quickly erased by the wind and 
  snow.
  • A dead tree with huge claw marks gouged into the trunk.
  • Growls and roars; their source obscured by blowing snow.
  • A circular pattern of deliberately arranged body parts.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Call to Action: The Ask
  Call to Action: The Ask
  Estimated Duration: 10 minutes
  Great hall
  Themes: Isolation, paranoia, and secrecy.
   Ogolai (Old Goat) asks the characters to visit Rikuur, 
  who’s been whispering about strange goings-on in the area.
  Character Introductions
  Allow each player a few minutes to introduce their character, 
  describe their appearance and mannerisms, and the reason 
  they came to Icewind Dale. Encourage the characters to 
  develop bonds by asking them to describe one positive 
  interaction or event that occurred between their character and 
  one other at the table. Character introductions provide a solid 
  foundation for roleplaying opportunities and give you, the 
  DM, hints as to which game elements will be most attractive 
  to your players.
   Award inspiration once everyone’s had a turn.
  Players begin the adventure having spent the last few days 
  lost and alone in the frigid wilderness. Fortunately, Suuk, 
  a friendly Thuunlakalaga clan hunter, found the group 
  and invited them to Wyrmdoom Crag for a much-needed 
  respite.
  Leaving the biting cold and Suuk behind (they don’t want 
  to bump into Old Goat), you’re escorted into a large 
  cavern bustling with activity. You’re seated near the fire 
  and handed a bowl of warm, rich stew. A venerable goliath 
  puffs on a long pipe while she watches you with intense 
  curiosity.
  Area Information
  Wyrmdoom Crag has the following features:
   Dimensions and Terrain. Most chambers in Wyrmdoom 
  Crag are carved natural stone, worn smooth in places by 
  years of use. Ceilings are between 10 and 15 feet high. The 
  feast hall is 80 feet long, with a rectangular firepit in the 
  middle of the cavern.
   Temperature. The caves are stiflingly warm with the 
  occasional frigid draft.
   Light. The firepit and oil lamps brightly light the hall, but 
  cast deep, moving shadows.
   Sounds and Smells. Crackling fires, bubbling stew, 
  sweat, and damp leather. The room is filled with constant 
  chatter as the tribe go about their daily lives.
  Creature Information
  A number of goliath adults and children are here, mostly 
  seated around the firepit or tending to the meal. A 
  matronly goliath stands at the far end of the room: Ogolai 
  Orcsplitter (“Old Goat”), the clan’s chieftain. As she 
  considers how the outsiders might help her and the clan, 
  she’s approached by Kaskur Spearsong, one of the clan’s 
  hunters. Their discussion quickly devolves into a loud, 
  heated argument (see their sidebars).
  Ogolai (oh GO lie) Orcsplitter “Old Goat” 
  Thuunlakalaga
  Lawful neutral goliath warrior
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly in goat 
  hide clothing and carries an immense greataxe fashioned 
  from white dragon bone. She has a crippling fear of griffons 
  stemming from a childhood trauma that’s created tensions 
  between her clan and the Akannathi goliaths of Skytower 
  Shelter (see Icewind Dale: Rime of the Frostmaiden).
  What They Want. Old Goat’s first priority is the safety and 
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly from 
  Kaskur Spearsong. She fears his disagreements will turn 
  violent, but does everything within her power to delay this 
  apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat’s been around 
  a long time and seen many things. This experience lends 
  her a tremendous amount of wisdom to draw on when 
  making decisions. However, she’s getting old and refuses 
  to surrender the yoke of leadership until a worthy (equally 
  wise) replacement is found. If it weren’t for his sharp 
  tongue, Old Goat would’ve offered Kaskur the mantle of 
  leadership years ago. However, she fears what the clan 
  would become under his leadership.
  Kaskur (KASS kerr) Spearsong Thuunlakalaga
  Neutral goliath warrior
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack of game 
  in the area, and he resents Old Goat’s “poor leadership” for 
  a lack of solutions. He wields a longbow taller than most 
  humans and claims he once felled an elk from a half mile 
  away. He wears little in the way of clothing, even in the driving 
  wind—a feat that’s earned him the respect of his fellow 
  hunters.
  What They Want. Kaskur’s grown tired of Old Goat’s personal 
  fears preventing an alliance with the goliaths of Skytower 
  Shelter. He views her as weak and her ideas as outdated, 
  especially when Kugan Windwhisper (Feral-Tongue)—who 
  Kaskur views as even weaker than Old Goat—is involved. 
  He wants to usurp control of the clan for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s 
  tongue; he’s terse and speaks his mind without hesitation. 
  Despite this, he’s experienced and knows the area better 
  than any of his peers.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Their argument follows a familiar pattern—Old Goat 
  urges caution while Kaskur urges change. Despite their 
  resources already being stretched thin, Old Goat believes 
  the characters can help the clan in their time of need and 
  hopes being generous with their meager supplies will 
  secure the characters’ aid. Kaskur thinks it foolish to waste 
  what little they have on outsiders. His tone makes it plain 
  he’s lost all patience with Old Goat.
   She finally silences Kaskur with a withering shout, and 
  he storms out the feast hall.
   Old Goat greets the characters and shares her skin of 
  fermented goat’s milk with them. Encourage the characters 
  to tell the tale of how they found their way to Wyrmdoom 
  Crag. After the meal, the clan shares their own stories; 
  telling tales of heartbreak and triumph. Give the players 
  Handout 1: Thuunlakalaga Tales and read the following:
  After most people have finished eating, Old Goat raises 
  a hand and a hush falls over the tribe. An elderly goliath 
  begins a slow drumbeat, and the goliaths look at each 
  other, expectantly. Finally, one takes a large swig of 
  fermented goat’s milk, clears their throat, and begins to 
  speak in a hypnotic, rolling cadence.
  A Simple Request
  Once they’ve had their fill and heard the clan’s stories, 
  Old Goat offers the characters a place to sleep by the fire. 
  Despite the hard ground, the hall is warm and comfortable.
   In the morning, Old Goat asks for their aid. She plans 
  to send out a search party for their missing hunters but 
  doing so leaves Rikuur Hideminder unattended. With the 
  reports of bizarre predator activity in the area, this makes 
  her nervous to say the least. She asks the party to visit 
  Rikuur and lend him a hand.
  Winter Survival Gear
  While characters playing Icewind Dale: Rime of the Frostmaiden 
  begin play with cold weather clothing, others may not. The clan 
  doesn’t have much in the way of supplies, but characters can 
  (and likely should) purchase winter survival gear (see Icewind 
  Dale: Rime of the Frostmaiden) from the goliaths, as follows:
  Item
  Cost
  Weight
  Clothing, cold weather
  10 gp
  5 lb.
  Crampons (2)
  2 gp
  1/4 lb.
  Snowshoes
  2 gp
  4 lb.
  Cold Weather Clothing. This outfit consists of a heavy fur 
  coat or cloak over layers of wool clothing, as well as a fur-
  lined hat or hood, googles, and fur-lined leather boots and 
  gloves. As long as cold weather clothing remains dry, it’s 
  wearer automatically succeeds on saving throws against the 
  effects of extreme cold.
  Crampons. A crampon is a metal plate with spikes that is 
  strapped to the sole of a boot. A creature wearing crampons 
  can’t fall prone while moving across slippery ice.
  Snowshoes. Snowshoes reduce the likelihood of their wearer 
  getting stuck in deep snow.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Hideminder
  Hideminder
  1
  Estimated Duration: 50 minutes
  Rikuur’s Meadow
  Themes: Isolation, paranoia, and secrecy.
   The characters visit Rikuur Hideminder, who informs 
  them of the clan’s dwindling food supplies and the number 
  of dead creatures that’ve been found nearby. He asks for 
  the characters’ help with chores, and a terrified goat leads 
  them on a harrowing chase. Afterward, the characters find 
  a mutilated goat that was likely killed by a pack of wolves.
  Story Objective A
  Assisting Rikuur with his goats is Story Objective A.
  Area Information
  The area has the following features:
   Time. Early morning.
   Dimensions and Terrain. A steep-sided ravine sheltered 
  from the wind by the mountain’s bulk.
   Temperature. Extreme cold (see the sidebar).
   Light. The nights in Icewind Dale are long (especially 
  during the grip of the Everlasting Rime) and the utter 
  darkness is broken only by a few hours of dim twilight—
  usually between late morning and early evening—and the 
  auroras that streak across the sky.
  Lighting in Icewind Dale
  Unless otherwise noted in the adventure, daytime hours 
  provide dim light outdoors, while 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.
   Sounds. With little wind and a gentle snowfall, the area 
  is preternaturally quiet.
   Weather. Heavy, gray skies threaten to turn the light 
  snowfall into something much more dangerous.
  Extreme Cold
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must make a 
  successful DC 10 Constitution saving throw at the end of 
  each hour or gain one level of exhaustion. Creatures with 
  resistance or immunity to cold damage automatically succeed 
  on the saving throw, as do creatures wearing dry cold weather 
  gear (thick coats, gloves, and the like) and creatures naturally 
  adapted to cold climates.
  Creature Information
  Rikuur Hideminder, an older goliath in thick furs, uses 
  a crook to prod a nearby mountain goat who bleats in 
  protest and bounds away.
  Rikuur (RICK err) Hideminder Thuunlakalaga
  Neutral goliath commoner
  The clan’s shepherd is an introvert. He’s strong—even for 
  a goliath; years of working the mountain terrain with the 
  goats has left Rikuur incredibly toned without bulky muscle. 
  His arms and legs are well-defined from rock climbing and 
  caring for the herd. Rikuur is one of Kaskur Spearsong’s 
  more vocal opponents—he finds the idea of the hunter 
  running the clan off-putting. Wisps of goat hair seem to 
  appear in Rikuur’s wake.
  What They Want. Rikuur wants to make sure the clan is 
  protected and fed. Part of why he likes being a shepherd so 
  much is that the goats are another herd he can guard from 
  a distance. Rikuur would risk his life to defend them.
  Totes Ma Goats. Rikuur is reclusive and tries not to create 
  conflict for the clan’s leadership. That said, Rikuur would 
  defend the clan from within or without in a heartbeat. The 
  clan is as much the herd Rikuur shepherds as the goats are.
  Rikuur wastes no time in asking the characters to 
  lend a hand with milking the goats, allowing the more 
  experienced tribesmen to search for the missing hunting 
  party. Finding the goats is easy but milking them isn’t. 
  Rounding up a handful of goats, Rikuur gives the 
  characters a cursory demonstration of how they’re milked, 
  jerks a thumb at a number of empty buckets, and then 
  leaves them to their work while calling the remaining goats 
  down from the cliffs for their turns.
  Got Milk?
  Allow players to describe how they attempt to milk the 
  goats—using whatever ability best suits their strategy; 
  Dexterity to surprise the goat with a deft move, Strength 
  to hold the goat firmly while milking, Wisdom to calm 
  the animal first, etc. No matter their choice, characters 
  proficient in Animal Handling add their proficiency bonus 
  to the roll. Regardless of what they try, a successful DC 13 
  ability check is required to milk the goat.
   Failure has comical results—the goat escapes, the milk 
  spills all over the character, etc. This isn’t a problem at 
  first, but milk soaking into the character’s cold weather 
  clothing could cause serious problems later (see the 
  Extreme Cold sidebar).
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Honey, Come Back!
  Regardless of how the characters fare at their chore, read 
  or paraphrase the following once they’ve had a go at it:
  While most of the goats tolerate your presence, a tawny-
  coated goat named Honey refuses to let anyone near her. 
  Rikuur seems unconcerned until the lonely howl of a wolf 
  echoes through the air, causing the herd to climb for safety 
  and Honey to bolt for the woods.
  Rikuur has his hands full with the rest of the herd and can’t 
  go after Honey himself. He warns the characters that she 
  isn’t safe on her own, and the tribe can’t afford to lose any 
  more goats. They must catch her!
  Beginning the Chase
  Honey (a mountain goat) bolts toward a thick copse of 
  trees. Use the chase rules in chapter 8 of the Dungeon 
  Master’s Guide. Honey begins the chase 60 feet ahead of 
  the characters. She acts on initiative count 20 (losing ties), 
  moving her full speed away from the nearest character. She 
  only takes the Dash action if the characters are 60 feet or 
  less away from her. Use the table below, which applies to 
  each character involved in the chase. The specified ability 
  checks are just suggestions; work with the characters 
  if they want to do something else, and reward creativity 
  accordingly.
   The rocky and snowy terrain here is treacherous—the 
  heroes must be careful or risk injury. Characters who use 
  the Dash action have disadvantage on any ability check 
  or saving throw caused by a complication at the end of 
  their turn.
   At the start of a character’s turn, if Honey is more than 
  60 feet ahead of them, she’s totally obscured by snow and 
  trees, and the character suffers a complication at the end 
  of their turn—use the Chase Complications table below to 
  determine what happens:
  Chase Complications
  d10
  Complication
  1
  Your path is blocked by a crevasse which you can jump 
  across with a successful DC 11 Strength (Athletics) 
  check. On a failure, you land awkwardly, reducing your 
  speed by half until the end of your next turn.
  2
  You encounter a deep pit filled with slush and must 
  make a successful DC 11 Dexterity saving throw or 
  fall into the frigid pit—gaining a level of exhaustion 
  that can only be removed by completing a long 
  rest someplace warm and dry. If your clothing was 
  soaked with goat’s milk, you have disadvantage on 
  the saving throw.
  3
  A sudden drop catches you by surprise. You must 
  make a successful DC 11 Dexterity saving throw or 
  fall into a 20-foot-deep pit.
  4
  You must traverse a steep hillside covered with scree 
  (loose stones) and scramble to avoid sliding down 
  the slope. Make a DC 15 Dexterity saving throw or 
  use 10 feet of movement (your choice) to keep your 
  footing. On a failed save, you lose your footing and 
  take 5 (1d10) slashing damage from the sharp rocks.
  5
  A wolf leaps from the nearby undergrowth and snaps 
  at the character (+4 to hit) before retreating back into 
  cover (this movement doesn’t provoke opportunity 
  attacks). On a hit, the wolf deals 7 (2d4 + 2) piercing 
  damage and the character must make a successful 
  DC 11 Strength saving throw or be knocked prone.
  6–10
  No complication.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Ending the Chase
  The chase ends if a character ends their turn within 5 feet 
  of Honey, or if Honey starts her turn 120 feet away from the 
  nearest character. No matter how they try, it’s unlikely the 
  characters will catch Honey—this is her turf.
  A Grisly End
  If Honey gets away, the characters come across her 
  remains a few minutes after the chase ends. If they manage 
  to catch her, they instead encounter one of the clan’s other 
  goats while returning to Rikuur. When they do, read or 
  paraphrase the following:
  The steaming carcass of a goat hangs from a stout tree, 
  impaled on the stump of a thick branch. It’s been crudely 
  disemboweled, with blood splattered in wild streaks across 
  the fresh snow. The intestines are nowhere to be found.
  A casual search of the area (no check required) reveals a 
  number of tracks surrounding the remains. A successful 
  DC 11 Wisdom (Survival) check identifies them as wolf 
  prints, though some are much larger than others—a dire 
  wolf or bear perhaps? In addition, the players find a large 
  snowy-white feather, splattered with blood.
  Treasure
  Crestfallen, Rikuur asks the characters to return the milk 
  and meat to Wyrmdoom Crag. Before they leave, he tosses 
  them the brass and silver bell from around the goat’s 
  neck—it may be worth a few coins to the right buyer and he 
  has no need of it anymore.
  Development
  The characters return to Wyrmdoom Crag with the milk 
  and meat. Old Goat is dismayed at losing another goat—an 
  opportunity Kaskur capitalizes upon with scoffs and a few 
  choice words before storming off with a handful of his 
  hunters in tow.
   At this point, the characters may take a short rest. Upon 
  completing it, Old Goat asks the characters to join Kaskur 
  and check in on Kugan Windwhisper, one of the clan’s 
  druids, who lives near a sacred hot spring deep in the 
  wilds; the druid hasn’t been heard from in a few tendays 
  and Old Goat’s worried about him. Kaskur does little to 
  hide his displeasure at being forced to tend to helpless 
  outsiders but doesn’t openly defy Old Goat. He gives them 
  little time to prepare before insisting they leave—an attempt 
  to show the clan Old Goat’s faith in them is ill-placed.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Trapped Under Ice
  Trapped Under Ice
  2
  Estimated Duration: 60 minutes
  Icewind Dale
  Themes: Fear, desperation, and helplessness.
   The characters speak with Kaskur Spearsong, a 
  headstrong, but respected member of the clan. Kaskur 
  has been sent to check on a reclusive goliath druid named 
  Kugan Windwhisper. The characters are to accompany him 
  to the druid’s grove in the wilds outside of Wyrmdoom Crag.
   Along the way, the party are waylaid by elementals, and 
  must bargain with an odd guardian to enter the grove. 
  Once inside, they learn the druid has adopted a new name: 
  Feral-Tongue.
  Story Objective B
  Surviving the journey to Kugan’s homestead is Story 
  Objective B.
  Area Information
  The river-carved valley on the way to Kugan’s homestead 
  has the following features:
   Dimensions and Terrain. The valley is long and narrow 
  with steep, rocky sides. A frozen river snakes along the 
  valley floor. The bottom of the valley is shrouded in mist.
   Temperature. Extreme cold (See the sidebar).
   Light. The nights in Icewind Dale are long (especially 
  during the grip of the Everlasting Rime) and the utter 
  darkness is broken only by a few hours of twilight at 
  midday and the auroras that streak across the sky after 
  midnight. This lack of daylight and the tall walls blanket the 
  valley in darkness.
   Sounds. The dull roar of open water flowing over rapids 
  can be heard downstream.
   Weather. Fast-moving, dark-gray clouds fill the sky; a 
  terrible storm is gathering.
   River. The river is largely frozen over, but there are 
  patches of thin ice and open water where the current is 
  strongest.
  Travelling with Kaskur
  Kaskur is taciturn during the three-hour journey from 
  Wyrmdoom Crag to Kugan’s shrine; he resents being sent 
  on such a trivial errand when he should be out looking 
  for the missing hunters or gathering food for the tribe. 
  Eventually, his mood softens somewhat, and he offers the 
  characters insight into his disagreements with Old Goat. 
  Though he’ll talk to any character, he clearly only respects 
  those who are strong and able to tolerate the cold.
   He explains to anyone who’ll listen that Old Goat is too 
  set in her ways, too cautious and too fearful to lead the 
  tribe out of their current predicament. As an example, he 
  tells them he’s their best hunter by far—he once felled an 
  elk from a half mile away—but Old Goat thinks it wiser 
  for him to go hiking with outsiders rather than to feed the 
  tribe. Another is that she refuses to make peace with the 
  Akannathi clan of Skytower Shelter. They hunt from griffon 
  back, and as such have a much larger hunting area than the 
  Thuunlakalaga.
   He tells the characters that he doesn’t like the look of the 
  sky. Rather than take the usual path, he takes a shortcut 
  through a steep river valley lest they be caught in the open 
  on the way home.
  The Frozen River
  As the characters draw closer to the river, Kaskur moves 
  with uncharacteristic caution and issues a curt warning to 
  the characters: he must travel ahead of them as they cross 
  so he can test the ice. He strings his bow across his chest 
  and readies to traverse the ice. He recklessly refuses any 
  assistance the characters might offer. If they attempt to 
  delay him, he glances at the sky and insists there’s no time 
  for foolishness and starts across.
   Allow the party to discuss their next move and encourage 
  them to describe what they’re doing as they cross the ice. 
  Once they do, read the following:
  You’re most of the way across when enormous toad 
  explodes through the ice. Kaskur plunges into the frigid 
  torrent and disappears under the ice. You catch a brief 
  glimpse of him as he’s swept downstream, but you have 
  more immediate concerns as the toad leaps toward you.
  The river is mostly frozen over, with dangerous patches 
  of thin ice dotted around. The ice is difficult terrain and 
  when a creature takes the Dash action, they must make 
  a successful DC 11 Dexterity (Acrobatics) check or fall 
  prone. The thin ice, however, is the true peril here. Spotting 
  a patch of thin ice requires a successful DC 11 Wisdom 
  (Survival) check—made with disadvantage due to the light 
  dusting of snow on the frozen river. If more than 40 lb. is 
  placed on a 5-foot-square section of thin ice, the ice breaks, 
  plunging anything in the area into the river beneath. 
  Creatures that succeed on a DC 11 Dexterity saving throw 
  avoid falling in.
  
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   Falling through the ice is extremely dangerous; a creature 
  who falls through is immediately swept downstream 
  (under the ice) at a rate of 20 feet per round unless they 
  have a swim speed of 20 feet or more. If the creature is 
  tied to someone, things get more complicated: Whenever a 
  creature would be swept downstream, any characters tied 
  to them must make a DC 13 group Strength (Athletics) 
  check. On a success, the creature isn’t swept downstream. 
  On a failure, the creature is only swept 10 feet away, but the 
  characters they’re tied to are dragged 10 feet closer to the 
  hole. (This represents the group losing both ground and 
  rope slack to the current.)
   After traveling 400 feet downstream, characters reach a 
  long stretch of open water, at which point they must make 
  a successful DC 15 Strength (Athletics) check to grab onto 
  the rocks and climb out the water.
   A creature can be immersed in frigid water for a number 
  of minutes equal to (1 + its Constitution bonus) before 
  suffering any ill effects. For each additional minute spent 
  in frigid water, the creature must make a successful DC 
  10 Constitution saving throw or gain a level of exhaustion. 
  Creatures with resistance or immunity to cold damage 
  automatically succeed on the saving throw.
   Just as thin ice can be their doom, so, too can it be their 
  salvation. As an action, a character can search for thin ice 
  from below using the same DC as spotting it from above. If 
  successful, they spot thin ice and can burst through it as a 
  reaction. Once they’ve burst through the ice, they can climb 
  out with a successful DC 11 Strength (Athletics) check.
  Creature Information
  This part of the river is home to an ice toad, whom 
  Frostclaw corrupted and ordered to attack anyone who 
  attempts to cross the river. She’s assigned three ice 
  mephits to help it guard this portion of the river.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  Very Weak: Remove two ice mephits.
  Weak: Remove one ice mephit.
  Strong: Add one ice mephit.
  Very Strong: Replace one ice toad with one giant ice toad.
   The mephits use their False Appearance ability to lay in 
  wait until the ice toad attacks and ambush the party from 
  behind. They fly into the air and attack from above so they 
  can catch as many characters as possible with their Frost 
  Breath, and try to keep them from reaching the shore. The 
  toad and the mephits fight to the death.
  Development
  After defeating the creatures, the sound of open water 
  and rapids downriver snaps the characters back to reality. 
  Traveling 400 feet to the rapids, they find Kaskur clinging 
  to a rock in the middle of the river, clearly exhausted 
  and suffering from hypothermia (he has two levels of 
  exhaustion). He needs help quickly or he may not survive 
  the night. He suffers these effects even if the characters 
  manage to pull him from the water before he reaches the 
  rapids. Fortunately, Kugan’s homestead and the sacred hot 
  spring aren’t far away.
   As the characters make their way to the sacred shrine, 
  they notice a large wolf on the far side of the river watching 
  them intently. It disappears into the trees once observed.
  Treasure
  The toad has gathered all sorts of baubles from hapless 
  travelers. Most of these have been partially digested and 
  are now worthless, but the party finds several delicate bone 
  masks with intricate markings on them. A successful DC 13 
  Intelligence (Investigation) check identifies these as chwinga 
  masks. Someone in the clan will likely pay well for them.
   If they saved him, Kaskur gives the characters a potion 
  of healing and a potion of water breathing (he had two, but 
  drank one while underwater).
  Letting Kaskur Die
  Some players might suggest letting Kaskur die rather than 
  save him from the river. They might justify this as a way 
  to eliminate tension in the tribe, or they might not have 
  bonded with him during the trip to the river. Remind the 
  players that the clan was very upset when they lost Honey 
  the goat and would be absolutely furious if they were 
  associated with the death of the clan’s greatest hunter. 
  Further, they don’t know the way to Kugan’s shrine, and 
  need him to complete their mission.
   Characters who don’t make an effort to save Kaskur gain 
  the On Thin Ice story award.
  Story Award: On Thin Ice
  The characters earn this story award if they do 
  nothing to save Kaskur Spearsong.
  
  10
  The Grove
  The Grove
  3
  Estimated Duration: 60 minutes
  A Deal with “the  
  Dragon Keeper”
  Themes: Fear, desperation, and secrets.
   Kugan Windwhisper’s yurt lies within a sacred druidic 
  shrine, high in the mountains near Wyrmdoom Crag. Upon 
  arriving, the characters find their passage into the shrine 
  blocked by magic. Time is against the party as both the 
  weather and a pack of wolves close in on them. They must 
  negotiate with a greedy mephit to gain entry. Once inside, 
  the characters discover a journal detailing the druid’s 
  discovery of a chardalyn staff and his subsequent descent 
  into madness—culminating in his assumption of the name 
  Feral-Tongue.
  Story Objective C
  Investigating the hidden grove is Story Objective C.
  Area Information
  Kugan’s homestead has the following features:
   Dimensions and Terrain. A steep slope leads to the top 
  of a dormant volcano. A narrow lava tube provides access 
  to a crater sheltering a hidden grove, which contains a 
  bubbling hot spring and a druidic shrine (see Dragonmaw 
  Spring, below).
   Temperature. Extreme cold outside the shrine. Inside 
  the shrine, it’s well above freezing in all but the worst 
  weather.
   Sounds. Howling wind, bubbling mud, and the muffled 
  growl of a boiling hot spring deep in a cave.
   Footprints. The ground outside the shrine is littered 
  with animal footprints—which a successful DC 13 Wisdom 
  (Survival) check identifies as wolf prints. Some are much 
  larger than others though.
   Mud Pool. A deep pool of acidic, gray mud seeps out of a 
  fumarole in the cliff wall.
  Creature Information
  Acidic water from deep within the mountain has dissolved 
  the rock into a steaming puddle of gray mud just outside 
  the grove’s entrance. Clod, “the Dragon Keeper” (a mud 
  mephit fluent in Common) lounges lazily in the puddle, 
  surrounded by an eclectic collection of muddy “treasures.” 
  If he’s present, Kaskur is unimpressed by the filthy 
  creature, and suggests they fill it full of arrows and be 
  done with it.
  Clod, “the Dragon Keeper” (KLODD)
  Like many of his ilk, Clod’s more interested in comfort and 
  possessions than combat. While he delights in many forms of 
  torment, prefers to separate his victims from their valuables. 
  He’s especially fond of showing off his great wealth and 
  telling grandiose stories about his “treasures.”
  What They Want. Clod is a lazy, slovenly creature who cares 
  little for anyone else’s needs. He mocks and denigrates 
  anyone he views as beneath him (which is virtually 
  everyone) and flees from aggressors at the first sign of 
  trouble.
  Blinded by Greed. Though greedy, he isn’t particularly smart 
  and is quite gullible. He’s inclined to believe most anything 
  is valuable if it has an outlandish story to go with it—the 
  grander the tale, the greater its worth, at least in his mind.
  The shrine’s entrance is protected by a powerful ward 
  that prevents unwanted creatures from entering. There 
  are a number of ways to bypass the ward (see Playing the 
  Pillars, below).
  
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   As the characters struggle to find an entrance, a figure 
  emerges from the mud, read the following in a gravelly 
  voice:
  “You’re gonna need a few of these if you want to get 
  in there. Make it worth my while and maybe we can 
  make a deal!”
  This is Clod, a greedy mud mephit who introduces himself 
  as “the Dragon Keeper” and claims to be the shrine’s 
  guardian. He explains that you can only enter the shrine 
  with a runestone, and he just happens to have all of them in 
  his hoard. He’s willing to make a deal, but the stones don’t 
  come cheap.
   Playing the Pillars. You can make use of the following 
  suggestions when running this encounter:
  Combat. If the characters attack him, Clod shouts, “You’re 
  in for it now!” and disappears into the mud. The grove’s 
  real guardian is a wood woad, which stands in the 
  lava tube and fights any creature that attempts to enter 
  without a runestone. It fights to the death but won’t leave 
  the vicinity of the grove for any reason.
  Exploration. A character can bring the ward down for 24 
  hours by casting a dispel magic spell on it. Alternately, 
  they can bypass the ward through sheer force of will: To 
  do so, they must make three successful DC 13 Wisdom 
  saving throws in a row. If they fail, they can try again, 
  but risk drawing the attention of the guardian with 
  repeated attempts. However they manage to bypass the 
  ward, anyone who attempts to enter the shrine without a 
  runestone must still contend with the wood woad.
  Social. Clod is willing to make a deal for the runestones. 
  See “One Man’s Junk,” below.
  One Man’s Junk
  Clod’s greed makes him particularly gullible; he’s easily 
  fooled into believing something is more valuable if there’s 
  an outlandish story to go with it. He has disadvantage on 
  any checks to discern an item’s value.
   Clod is willing to trade a runestone for “their most 
  treasured possession.” While the players decide what to 
  trade him, Clod brags about some of his “treasures.” You 
  should create a list of junk items and attach unbelievable 
  tales to them. Each time you share one of these tales, have 
  the characters make a DC 11 Intelligence (Investigation) 
  check. On a success, they realize that his baubles are 
  worthless, and he’s been duped by clever stories. Players 
  should be encouraged to make up their own outrageous 
  stories to go with their gifts to him.
   Poor Clod believes the runestones are worthless junk and 
  takes a perverse pleasure in the scam he’s running. As soon 
  as the players enter the shrine, Clod hops out of his pool 
  and gathers up the runestones so he can sell them again. 
  A character who obtains Clod’s runestone through trade 
  gains the One Man’s Junk story award.
  Story Awards: One Man’s Junk
  The characters earn this story award if they 
  convince Clod, “the Dragon Keeper” that 
  a worthless bauble was actually a valuable 
  treasure.
  Dragonmaw Spring
  When the characters exit the lava tube, give the players 
  Handout 2: Dragonmaw Spring. This lush grove is 
  nestled inside the crater of a long-dormant volcano, 
  warmed by a series of fumaroles and a gurgling hot 
  spring. The powerful enchantments that protect the shrine 
  also protect the plant life within the grove. Normally, it’s 
  sufficient to keep the trees green and lush all year round, 
  but it’s clear the harsh winter and reduced daylight has 
  begun to take its toll.
   A modest yurt covered in animal hides is nestled under 
  a large oak tree. An altar of living wood sits nearby, and a 
  sturdy book bound in leather rests on the altar. Behind the 
  trees is a shallow basin of steaming water leading back to 
  a deep cave in the crater wall. Water and steam bubble and 
  hiss from the cave, echoing and rumbling like the growl of 
  a great beast.
  Area Information
  The grove has the following features:
   Dimensions and Terrain. The lava tube leads to a deep 
  crater—nearly 100 feet across—filled with a thick growth 
  of moss and ferns, as well as a number of oak trees. The 
  crater walls are steep, rising 30 to 40 feet to the open sky.
   Temperature. The grove is warm and humid. Characters 
  suffering from exhaustion due to exposure can find relief 
  here provided they complete a long rest.
   Visibility. The crater is open to the sky, but it offers little 
  illumination during the Everlasting Rime. The entire grove 
  is filled with thin mist from the spring.
   Spring. A shallow basin of water rests in the center of the 
  grove. Wisps of steam rise from the pool.
   Fumaroles. The sounds of gurgling water and bursts 
  of air emanate from dozens of natural steam vents in the 
  crater wall—each carved to resemble a face with an open 
  mouth.
   Dragonmaw Cave. The pool flows from a conical cave 
  in the crater wall. Deep inside the cave, the water boils, 
  sputters, and belches steam, echoing off the cave wall—
  lending the impression of a dragon’s growls and roars. If a 
  creature listens to the sounds emitted from the cave, they 
  come tantalizingly close to forming words in Primordial—
  something characters fluent in the language notice. 
  Unbeknownst to the characters, druids used to journey 
  here to meditate upon the mouths; listening for hours on 
  end in an attempt to derive meaning from the sounds.
   Altar. The wooden altar wasn’t carved, but rather a tree 
  was coaxed and tended into this shape. A sturdy book 
  bound in thick leather rests atop the altar.
   Journal. The book on the altar is Feral-Tongue’s journal—
  abandoned after his sanity withered away. Primarily an 
  almanac, it details the comings and goings of the seasons, 
  describing the region’s animal populations and noting 
  special events. Scrawled in the margins in an increasingly 
  erratic hand, several notes stand out. Give the players 
  Handout 3: Kugan’s Journal.
  Treasure
  Kugan’s yurt contains bundles of medicinal herbs and 
  other items that may be of value to the Thuunlakalaga 
  clan. There’s also a scrimshaw necklace carved into the 
  shape of an owlbear rearing up on its hind legs tucked into 
  the journal.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Pack Hunters
  Pack Hunters
  4
  Estimated Duration: 60 minutes
  Of Meat and Murder
  Themes: Fear, desperation, paranoia.
   As the characters conclude their investigations from the 
  earlier parts of this adventure, they’re caught in a powerful 
  blizzard and simultaneously attacked by a pack of wolves 
  led by Channon, a winter wolf. While none of the wolves are 
  awakened, they’ve all been corrupted by the chardalyn staff.
  Story Objective D
  Defeating Channon and her wolves is Story Objective D.
  Area Information
  This section occurs on open terrain high in the mountains:
   Dimensions and Terrain. A boulder field high above 
  the river valley that separates Dragonmaw Spring and 
  Wyrmdoom Crag. The area is well above the tree line, with 
  little (if any) overhead cover. The ground is broken, showing 
  windswept rock in some places and deep snow in others.
   Time. Early evening or morning.
   Temperature. Extreme cold.
   Light. None. Driving snow makes vision difficult (see 
  Exploration).
   Sounds. Deafening wind (see Exploration).
   Weather. Strong, icy winds and ominous, dark clouds fill 
  the sky until the blizzard strikes.
  Creature Information
  A pack of wolves has tracked the characters since they left 
  Kugan’s homestead.
  You hear the familiar howl of wolves, first from the left, 
  then the right, then behind you. It’s as if they’re herding 
  you to a predetermined point. When you finally catch a 
  glimpse of them, you can see their teeth and claws are as 
  black as the night itself. One is twice the size of a human 
  and in Common growls, “Meat . . . meat . . . meat . . .,” as 
  they approach!
  Channon (a winter wolf) and four wolves break off from 
  the pack and attack the characters. Channon’s wolves (and 
  dire wolves for strong or very strong parties) have the 
  following modification:
  • They deal an extra 1d6 cold damage with their 
  Bite attack.
  Kaskur looses arrow after arrow at the rest of the pack—
  his face showing concern for the first time since departing 
  Wyrmdoom Crag.
  Channon (CHAN-ON)
  Neutral evil winter wolf
  Though she isn’t awakened like Frostclaw, she’s thoroughly 
  under the influence of Feral-Tongue’s chardalyn staff. Vicious 
  and cruel, Channon is a cunning hunter who prefers to toy 
  with her prey before moving in for the kill.
  What They Want. Channon doesn’t understand exactly what’s 
  happened to Frostclaw, but she’s smart enough to know 
  the chardalyn staff made Frostclaw more powerful than any 
  owlbear before her.
  Savage Huntress. Channon lives for the thrill of the hunt and 
  the rush of the kill. She’ll gladly spend an hour carefully 
  herding her prey to a killing field of her choosing, all the 
  while savoring its terror as her pack surrounds it.
  Channon, one of Feral-Tongue’s underlings who’s acting 
  on Frostclaw’s orders, was sent to the druid’s homestead 
  to recover his journal and destroy the residence in the 
  hopes that the goliaths would give Kugan Windwhisper 
  up for dead and so not suspect his role in recent goings-
  on (as Feral-Tongue). The wolves aren’t awakened, only 
  normal wolves she’s brought under her sway.
   Frostclaw instructed Channon to terrorize the 
  Thuunlakalaga tribe, so Channon’s been shadowing the 
  party, debating how to kill them with the greatest impact 
  on the tribe—she’s settled on having them disappear in a 
  blizzard only a few hundred yards from safety.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Remove one wolf, and the wolves have no 
  modifications.
  • Weak: The wolves have no modifications.
  • Strong: Replace one wolf with one dire wolf.
  • Very Strong: Replace three wolves with three dire wolves.
   Playing the Pillars. You can make use of the following 
  suggestions when running this encounter:
  Combat. Channon and the wolves capitalize on the 
  obscurement granted by the weather to sneak up on 
  the party—surprising the group if successful. Channon 
  takes particular glee in using her Cold Breath to inflict 
  suffering and likely reserves it for opportunities to attack 
  two or more characters at once. The characters are 
  likely to spread out once she’s demonstrated its use, 
  which plays to the wolves’ natural instinct to gang up on 
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  lightly armored foes separated from their colleagues. If 
  her wolves are killed, Channon switches to hit-and-run 
  tactics—using the weather for cover. Kaskur’s actions 
  aren’t tracked as if he were an active combatant; describe 
  him as firing on the wolves circling the scene at a 
  distance—felling them with awe-inspiring precision (in 
  spite of the wind and his flagging strength) before they 
  can reinforce the wolves actively engaging the group.
  Exploration. The wind imposes disadvantage on ranged 
  weapon attack rolls and Wisdom (Perception) checks 
  that rely on hearing. Further, the wind and snow 
  extinguish open flames, disperse fog, erase tracks in 
  the snow, and make flying by nonmagical means nearly 
  impossible. A creature flying in the wind must land at the 
  end of its turn or fall. During combat, at the end of their 
  turn, any creature concentrating on a spell in a blizzard 
  must make a successful DC 10 Constitution saving 
  throw or lose concentration. Additionally, everything 
  within the blizzard is lightly obscured. Creatures in the 
  area have disadvantage on Wisdom (Perception) checks 
  that rely on sight, and visibility is limited to 30 feet.
  Social. Channon’s thirst for blood can’t be slaked. The 
  other wolves, however, are almost normal beasts (though 
  made more aggressive and dangerous by chardalyn 
  exposure); they may be driven off if presented with 
  magic, fire, larger predatory animals, or if sufficiently 
  wounded, etc.
  Development
  Once the wolves are defeated, Kaskur (if present) wastes no 
  time skinning and cleaning the animals for their meat and 
  fur. Characters who assist him get a curt nod of approval, 
  but their aid doesn’t seem to do much to gain his respect.
  Treasure
  Channon wears a crude necklace of bone and feathers 
  given to her by Frostclaw.
  Wrap-Up: Safe At Last
  Exhausted and half-frozen, the party finally makes their 
  way to the safety of Wyrmdoom Crag. The missing hunting 
  party returned the night before, and now Kaskur’s home (if 
  the characters abandoned him to his fate in the frozen river, 
  he managed to save himself and beat the characters back 
  to Wyrmdoom Crag), they’re ready to celebrate their good 
  fortune. A feast has been prepared for the whole tribe, of 
  elk caught by the hunting party.
  The winds outside howl long into the night as the goliaths 
  celebrate the safe return of both groups. As the feast is 
  winding down, a bloodcurdling scream comes from the 
  entrance of the cave.
  When the characters investigate, they find two goliath 
  guards dead in the snow, their shredded bodies positioned 
  either side of a crude Giant rune formed of goat entrails 
  with a single bloody, white feather resting at the center. The 
  rune reads “Soon.”
  Treasure
  In gratitude for their role in uncovering information about 
  Feral-Tongue and his connection to Frostclaw, Old Goat 
  provides the characters with a few pieces of knucklebone 
  trout scrimshaw and a set of sending stones.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Rewards
  At the end of the session, everyone receives rewards based 
  upon their accomplishments.
  Player Rewards
  The players earn the following rewards:
  Advancement
  A character participating in this adventure gains one level.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose; 
  this has its benefits. It’s possible for a character to advance 
  outside an adventure’s level range, meaning they’d be 
  unable to play an adventure as planned. Similarly, advancing 
  too quickly means a character won’t earn as much gold as 
  their peers.
   Conversely, remind them that the amount of gold their 
  characters can earn per level is limited; characters declining 
  advancement might reach a point where they no longer 
  earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold you can award a 
  character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  If found during the adventure, the characters can keep the 
  following magic items; described in handout 4:
  • Potion of healing
  • Potion of water breathing
  • Sending stones
  Story Awards
  The characters may earn the following story awards; 
  described in handout 4:
  On Thin Ice
  One Man’s Junk
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure:
  Channon (CHAN-in)
  Though she isn’t awakened like Frostclaw, she’s thoroughly 
  under the influence of Feral-Tongue’s chardalyn staff. 
  Vicious and cruel, Channon is a cunning hunter who 
  prefers to toy with her prey before moving in for the kill.
  What They Want. Channon doesn’t understand exactly 
  what’s happened to Frostclaw, but she’s smart enough to 
  know the chardalyn staff made Frostclaw more powerful 
  than any owlbear before her.
  Savage Huntress. Channon lives for the thrill of the 
  hunt and the rush of the kill. She’ll gladly spend an 
  hour carefully herding her prey to a killing field of her 
  choosing, all the while savoring its terror as her pack 
  surrounds it.
  Clod (KLOD), “the Dragon Keeper”
  Like many of his ilk, Clod’s more interested in comfort 
  and possessions than combat. While he delights in many 
  forms of torment, prefers to separate his victims from their 
  valuables. He’s especially fond of showing off his great 
  wealth and telling grandiose stories about his “treasures.”
  What They Want. Clod is a lazy, slovenly creature who 
  cares little for anyone else’s needs. He mocks and 
  denigrates anyone he views as beneath him (which is 
  virtually everyone) and flees from aggressors at the first 
  sign of trouble.
  Blinded by Greed. Though greedy, he isn’t particularly 
  smart and is quite gullible. He’s inclined to believe most 
  anything is valuable if it has an outlandish story to go 
  with it—the grander the tale, the greater its worth, at 
  least in his mind.
  Kaskur (KASS-kerr) Spearsong 
  Thuunlakalaga
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack 
  of game in the area, and he resents Old Goat’s “poor 
  leadership” for a lack of solutions. He wields a longbow 
  taller than most humans and claims he once felled an elk 
  from a half mile away. He wears little in the way of clothing, 
  even in the driving wind—a feat that’s earned him the 
  respect of his fellow hunters.
  What They Want. Kaskur’s grown tired of Old Goat’s 
  personal fears preventing an alliance with the goliaths of 
  Skytower Shelter. He views her as weak and her ideas as 
  outdated, especially when Kugan Windwhisper (Feral-
  Tongue)—who Kaskur views as being even weaker than 
  Old Goat—is involved. He wants to usurp control of the 
  clan for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a 
  negotiator’s tongue; he’s terse and speaks his mind 
  without hesitation. Despite this, he’s experienced and 
  knows the area better than any of his peers.
  Ogolai (oh-GOH-lie) Orcsplitter 
  “Old Goat” Thuunlakalaga
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly 
  in goat hide clothing and carries an immense greataxe 
  fashioned from white dragon bone. She has a crippling 
  fear of griffons stemming from a childhood trauma that’s 
  created tensions between her clan and the Akannathi 
  goliaths of Skytower Shelter (see Icewind Dale: Rime of 
  the Frostmaiden).
  What They Want. Old Goat’s first priority is the safety and 
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly 
  from Kaskur Spearsong. She fears his disagreements 
  will turn violent but does everything within her power to 
  delay this apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat’s 
  been around a long time and seen many things. This 
  experience lends her a tremendous amount of wisdom to 
  draw on when making decisions. However, she’s getting 
  old and refuses to surrender the yoke of leadership until 
  a worthy (equally wise) replacement is found. If it weren’t 
  for his sharp tongue, Old Goat would’ve offered Kaskur 
  the mantle of leadership years ago. However, she fears 
  what the clan would become under his leadership.
  Rikuur (RICK-err) Hideminder 
  Thuunlakalaga
  The clan’s shepherd is an introvert. He’s strong—even 
  for a goliath; years of working the mountain terrain with 
  the goats has left Rikuur incredibly toned without bulky 
  muscle. His arms and legs are well-defined from rock 
  climbing and caring for the herd. Rikuur is one of Kaskur 
  Spearsong’s more vocal opponents—he finds the idea of the 
  hunter running the clan off-putting. Wisps of goat hair seem 
  to appear in Rikuur’s wake.
  What They Want. Rikuur wants to make sure the clan 
  is protected and fed. Part of why he likes being a 
  shepherd so much is that the goats are another herd he 
  can guard from a distance. Rikuur would risk his life to 
  defend them.
  Totes Ma Goats. Rikuur is reclusive and tries not to create 
  conflict for the clan’s leadership. That said, he’d defend 
  the clan from within or without in a heartbeat. The clan 
  is as much the herd Rikuur shepherds as the goats are.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Creature Statistics
  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.
  Channon’s Wolves
  These wolves deal an extra 3 (1d6) cold damage with their 
  Bite attack.
  Giant Ice Toad
  Giant Ice Toad
  Large monstrosity, neutral
  Armor Class 14 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  8 (−1) 
  10 (+0) 
  6 (−2)
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 10
  Languages Ice Toad
  Challenge 3 (700 XP)
  Amphibious. The toad can breathe air and water.
  Cold Aura. Any creature that starts its turn within 10 feet of the 
  toad takes 5 (1d10) 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: +5 to hit, reach 5 ft., one creature. Hit: 
  10 (2d6 + 3) piercing damage, and the target is grappled (escape 
  DC 13). Until this grapple ends, the target is restrained and the 
  toad can’t bite another target.
  Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium 
  or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) 
  piercing damage, the target is swallowed, and the grapple ends. 
  The swallowed target is blinded and restrained, it has total cover 
  against attacks and other effects outside the toad, and it takes 10 
  (3d6) acid damage and 11 (2d10) cold damage at the start of each 
  of the toad’s turns. The toad can have only one target swallowed 
  at a time.
   If the toad dies, a swallowed creature is no longer restrained 
  by it and can escape from the corpse using 5 feet of movement, 
  exiting prone.
  Ice Mephit
  Ice Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  13 (+1) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  12 (+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities 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.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Ice Toad
  Ice Toad
  Medium monstrosity, neutral
  Armor Class 12 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  10 (+0) 
  14 (+2) 
  8 (−1) 
  10 (+0) 
  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 creature. 
  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 target is restrained and the toad 
  can’t bite another target.
  Mountain Goat
  Mountain Goat
  Medium beast, unaligned
  Armor Class 11
  Hit Points 13 (2d8 + 4)
  Speed 40 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  14 (+2) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Senses passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Charge. If the goat moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target 
  takes an extra 3 (1d6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 12 Strength saving throw or be 
  knocked prone.
  Sure-Footed. The goat has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  Actions
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage.
  Mud Mephit
  Mud Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 20 ft., swim 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  12 (+1) 
  12 (+1) 
  9 (−1) 
  11 (+0) 
  7 (−2)
  Skills Stealth +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Terran
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  sticky mud. Each medium or smaller creature within 5 feet of it 
  must succeed on a DC 11 Dexterity saving throw or be restrained 
  until the end of the creature’s next turn.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of mud.
  Actions
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1).
  Mud Breath (Recharge 6). The mephit belches viscid mud 
  onto one creature within 5 feet of it. If the target is Medium 
  or smaller, it must succeed on a DC 11 Dexterity saving throw 
  or be restrained for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on 
  a success.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Winter Wolf
  Winter Wolf
  Large monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (−2) 
  12 (+1) 
  8 (−1)
  Skills Perception +5, Stealth +3
  Damage Immunities cold
  Senses passive Perception 15
  Languages Common, Giant, Winter Wolf
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Snow Camouflage. The wolf has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be knocked prone.
  Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing 
  wind in a 15-foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  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 14
  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.
  Channon’s Wolves
  These wolves deal an extra 3 (1d6) cold damage with their 
  Bite attack.
  Wood Woad
  Wood Woad
  Medium plant, lawful neutral
  Armor Class 18 (natural armor, shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  8 (−1)
  Skills Athletics +7, Perception +4, Stealth +4
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Sylvan
  Challenge 5 (1,800 XP)
  Magic Club. In the wood woad’s hand, its club is magical and 
  deals 7 (3d4) extra damage (included in its attacks).
  Plant Camouflage. The wood woad has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  plant life.
  Regeneration. The wood woad regains 10 hit points at the start of 
  its turn if it is in contact with the ground. If the wood woad takes 
  fire damage, this trait doesn’t function at the start of the wood 
  woad’s next turn. The wood woad dies only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Tree Stride. Once on each of its turns, the wood woad can use 10 
  feet of its movement to step magically into one living tree within 5 
  feet of it and emerge from a second living tree within 60 feet of it 
  that it can see, appearing in an unoccupied space within 5 feet of 
  the second tree. Both trees must be Large or bigger.
  Actions
  Multiattack. The wood woad makes two attacks with its club.
  Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  14 (4d4 + 4) bludgeoning damage.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Handout 1: Thuunlakalaga Tales
  Handout 1: Thuunlakalaga Tales
  While sitting around the feast pit, several clan elders share tales of the past, and how they relate to current events. Have each 
  player read and embellish one of these tales aloud (if necessary, players may read more than one tale):
  • Elk Stalker tells of how they earned their name during the famine-stricken Year of Rotten 
  Ice, by ranging far and wide to bring meat home to the clan. Players learn that times are hard 
  for the clan; food is running low and there’s little game to be found in the area.
  • Moon Dancer tells about the Year of Invisible Death, when a marauding band of Reghed 
  nomads picked off their livestock one by one under cover of darkness. They wonder if this 
  might be the happening again, though it doesn’t explain why some animals are left to rot in 
  strange poses.
  • Flintbeard tells a tale about the Year of Lost Souls, when three hunting parties went 
  missing without a trace. One of the clan’s hunting parties is currently overdue, and the clan 
  is worried—not only for the hunters, but also for the much-needed game they’re hopefully 
  bringing home.
  • Tusk-Carver tells a tale about the Year of the Enemy Within, when a feud between two 
  families nearly tore the clan apart. This story clearly makes Old Goat uncomfortable.
  • Clubfoot tells of the bitter cold during the Year of Frozen Toes, and how frostbite and “snow 
  sleep” took the lives and limbs of many clan members. This winter is shaping up to be worse.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Handout 2: Dragonmaw Spring
  Handout 2: Dragonmaw Spring
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Handout 3: Windwhisper’s Journal
  Handout 3: Windwhisper’s Journal
  The book on the altar is primarily an almanac, detailing the comings and goings of the seasons, describing the region’s animal 
  populations and noting special events. Scrawled in the margins in an increasingly erratic hand, several notes stand out:
  “. . . rockslide revealed a structure buried in the mountain.”
  “. . . the walls vibrate with power . . .”
  “. . . staff is whispering to me . . .”
  “. . . none of them understand. Everything is different now . . .”
  “. . . I can hear them! I can hear them all!”
  “. . . they call me Feral-Tongue, and I have so many gifts to give them . . .”
  “. . . she’s magnificent! I’ve named her Frostclaw . . .”
  “. . . must share this power with the beasts of the land . . .”
  “. . . standing stones! They’ll keep the voices at bay . . .”
  “. . . failure at the stones, and now I feel Thuun’s gaze upon me . . .”
  “. . . mud is watching me! Must not fall sleep . . .”
  “. . . guardian’s stolen MY runestone! It’s time I taught it a lesson . . .” (This is the final entry.)
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Handout 4: Character Rewards
  Handout 4: Character Rewards
  The characters may earn the following rewards in this 
  adventure:
  Magic Items
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated.
  Potion of Water Breathing
  Potion, uncommon
  You can breathe underwater for 1 hour after drinking this 
  potion. Its cloudy green fluid smells of the sea and has a 
  jellyfish-like bubble floating in it.
  Sending Stones
  Wondrous item, uncommon
  These stones were plucked from a raging river. Worn 
  smooth by eons of fast-moving water, each is struck 
  through with streaks of silvery metal and chunks of blue 
  crystal, and engraved with a sigil of unknown origin.
   Sending stones come in pairs, with each smooth 
  stone carved to match the other so the pairing is easily 
  recognized. While you touch one stone, you can use an 
  action to cast the sending spell from it. The target is the 
  bearer of the other stone. If no creature bears the other 
  stone, you know that fact as soon as you use the stone and 
  don’t cast the spell.
   Once sending is cast through the stones, they can’t be 
  used again until the next dawn. If one of the stones in a pair 
  is destroyed, the other one becomes nonmagical.
  Story Awards
  Story Award: On Thin Ice
  You’ve damaged your relationship with someone in the 
  Thuunlakalaga clan.
  Story Award: One Man’s Junk
  You’ve caught the attention of a greedy mud mephit.
  
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  DDAL10-02 Gnashing Teeth (v1.0)
  Appendix A: 
  Appendix A: 
  Dungeon Master Tips
  Dungeon Master Tips
  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.
  New to D&D Adventurers League?
  https://dnd.wizards.com/ddal_general
  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 DM, 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 have 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 can’t, feel free 
  to restrict item use or ask them to use a standard ability 
  score array.
   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.
  New Players? No Problem!
  With starter adventures like this one it’s possible you may 
  have players new to D&D, or just new to fifth edition. It’s up 
  to you as the DM to ensure they a) have fun with the game 
  and b) learn the basics of how to play. At this level, having fun 
  is more important than learning every rule exactly right. Be 
  gentle with new players who make mistakes.
   Make sure to keep your players smiling and rolling dice. 
  Be positive and enthusiastic when describing the action, and 
  you’ll notice they quickly follow suit.
   If you’re a new DM, then welcome—and thank you! New 
  DMs are the lifeblood of the D&D community. This adventure 
  includes sidebars like this one that explain of some rules used 
  as the adventure progresses!
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the characters’ levels and divide the total 
  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
  Safety Tools
  Safety tools ensure that players aren’t pushed beyond their 
  comfort levels. They let your players know you want them to 
  have a positive experience.
   A broad range of safety tools are available for you and your 
  players online, but for more information reach out to your 
  Event Organizer or to community@dndadventurersleague.org
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL10-02 - Gnashing Teeth.pdf