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WINTER’S

FRIGID WRATH
RICH LESCOUFLAIR
Adventure Designer
Adventure Code: CCC-BMG-HULB-02-02

In the wake of Winter’s Frosty Kiss, vicious predators come down from Thar -
hunters searching for prey. If Hulburg does not deliver, the citizens will become
prey as well. Can you catch the intended mark before it is too late?
A four-hour adventure set near Hulburg for 5th - 10th
level characters

Producer: Baldman Games


Hulburg Administrator: Pieter Sleijpen
Editing and Layout: Encoded Designs
Cartography: Rich Lescouflair
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
INTRODUCTION
Welcome to Winter’s Frigid Wrath, a Convention Created Content
Adventurers League™ adventure, part of the official D&D
Adventurers League™ organized play system.
This adventure is designed for three to seven 5th - 10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in the Moonsea region of the Forgotten Realms near Hulburg.

Adjusting This Adventure


This adventure provides suggestions in making • Gather any resources you’d like to use to aid you in
adjustments for smaller or larger groups, characters of running this adventure--such as notecards, a DM
higher or lower levels, and characters that are otherwise screen, miniatures, and battlemaps.
a bit more powerful than the adventure is optimized for. • Ask the players to provide you with relevant
You’re not bound to these adjustments; they’re here for character information, such as name, race, class, and
your convenience. level; passive Wisdom (Perception), and anything
To figure out whether you should consider specified as notable by the adventure (such as
adjusting the adventure, add up the total levels of all backgrounds, traits, flaws, etc.)
the characters and divide the total by the number of
characters (rounding .5 or greater up; .4 or less down). Playing the Dungeon Master
This is the group’s APL. To approximate the party You have the most important role—facilitating the
strength for the adventure, consult the following table. enjoyment of the game for the players. You provide the
Determining Party Strength narrative and bring the words on these pages to life. To
facilitate this, keep in mind the following:
Party Composition Party Party Strength You’re Empowered. Make decisions about how the
3-4 characters, APL less than Very weak group interacts with the adventure; adjusting or
3-4 characters, APL equivalent Weak
improvising is encouraged, so long as you maintain the
adventure’s spirit. This doesn’t allow you to implement
3-4 characters, APL greater than Average
house rules or change those of the Adventurers League,
5 characters, APL less than Weak however; they should be consistent in this regard.
5 characters, APL equivalent Average Challenge Your Players. Gauge the experience level
5 characters, APL greater than Strong of your players (not the characters), try to feel out (or
6-7 characters, APL less than Average ask) what they like in a game, and attempt to deliver
the experience they’re after. Everyone should have the
6-7 characters, APL equivalent Strong opportunity to shine.
6-7 characters, APL greater than Very strong
Keep the Adventure Moving. When the game starts
to get bogged down, feel free to provide hints and clues
to your players so they can attempt to solve puzzles,
Some encounters may include a sidebar that offers engage in combat, and roleplay interactions without
suggestions for certain party strengths. If a particular getting too frustrated over a lack of information. This
recommendation is not offered or appropriate for your gives players “little victories” for figuring out good
group, you don’t have to make adjustments. choices from clues. Watch for stalling--play loses
momentum when this happens. At the same time, make
Before Play at the Table sure that players don’t finish too early; provide them
Before you start play, consider the following: with a full play experience.
• 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. Become familiar with the adventure’s
appendices and handouts.

2 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
I N T RO D U C T I O N
Hulburg Today Harbor District
Over the centuries, Hulburg was plundered and The lifeline of Hulburg is its harbor, which lies to
razed many times, but each time industrious folk the south of Tent City along the northern shore of
returned to rebuild atop its ruins. Remnants of the Moonsea. A large, rocky bluff separates it from
its previous incarnations still exist beneath the Tent City, and travel between the two districts is
surface of the current remains as a disjointed limited to a steep man-made trail that traverses the
collection of old sewers, passageways, and even the stony face of the slope. Laborers, called hoppers,
buried foundations and basements of destroyed carry loads of ore and other supplies up and down
buildings. the trail, which can be treacherous in poor weather,
and it’s almost always treacherous now that winter
Still small in comparison to its former size,
is here.
modern-day Hulburg is no exception to this cycle
of rebirth. Today, the town still consists mainly of Warehouses and rows of docks make up the bulk
three distinct areas: Tent City, the Harbor District, of the Harbor District, but the area is also home to
and Hulmaster Manor—but the Harbor District a tariff office, guard post, and many other smaller
and Tent City have grown since the threat of businesses built to service ships and their crews.
Asperus was dealt with last year. Now that winter The district has seen recent investments by Lord
is here, everyone who could leave for warmer Hulmaster, making it opulent in comparison to
locations has done so—but that doesn’t mean there Tent City. Consequently, few tents and temporary
still aren’t those here who have nowhere else to go. structures lie within its palisades. A handful of
successful merchants, traders, and ship captains
A map can be found in Appendix II.
live here, but even these individuals live a modest
Tent City lifestyle in comparison to other towns and cities in
the Moonsea region.
The bulk of the town rests atop a tall plateau on the
northern banks of the Moonsea, with the heights Hulmaster Manor
of Thar rising to the north. A steep and rocky hill
blocks expansion to the east, and the stony cliffs Lord Hulmaster’s empty manor lies a short thirty-
along the Moonsea lie to the south. minute walk to the northwest of Tent City on the
outskirts of the ruins of old Hulburg. The current
Known by Hulburg’s residents as Tent City, the
lord and his trusted retainers live in a small
plateau is home to a haphazard collection of large
canvas tents and makeshift wooden buildings. wooden fortress that backs up to a tall bluff.
The residential district lies near the center of Residents of Hulburg jokingly (and never in the
the plateau, and it stands upon the ruins of a presence of the lord or his retainers) refer to the
former fortress. It contains a large natural well structure as the Hedge Lord’s Manor.
and several older defenses constructed at the
height of Hulburg’s former glory. Several miles of Adventure Background
unoccupied ruins surround the area. Winters in the northern Moonsea region can be
Many residents of Tent City work in Lord Eorl harsh. Travel is hard, trade difficult, and mine
Hulmaster’s gem mine, which is located in the production reduced. Tents offer little protection
hills to the northeast of the town. The remaining against the cold winds, making living in Hulburg
residents survive by plying common trades to uncomfortable. The citizens of Hulburg, including
support the miners or working as dockhands in Lord Hulmaster, have left the city for warmer
the Harbor District. Life in Tent City is rough, with grounds. Not all can leave: some remain behind
most people living in poverty. These conditions because of their job, others because they have no
breed crime and violence, but Lord Hulmaster’s choice.
small force of guards and Hulburg’s larger
gangs manage to keep the town from falling into The first few weeks of winter are uneventful, but
complete lawlessness. the unsuspecting citizens of Hulburg are about to

3 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
I N T RO D U C T I O N
become the center of a conflict not of their making. Malarites and the High Hunt
A hidden shrine of Auril in the mountains has been By command of their god, worshippers of
robbed, and the thief fled south towards Hulburg. Malar must celebrate one major hunting event
Furious, her priests secure help from the brutal within each of the four seasons of the year.
followers of Malar. The two deities might not like With the beginning breaths of the Winter
each other, but followers of the Beastlord never season, the hunters of Malar have been
turn down a good hunt. Few are better at taking given the opportunity to honor their faith’s
down prey in the wilderness of northern Moonsea traditions with the thief as their chosen prey.
than the beasts of Malar.
Malar’s bloodthirsty hunters quickly followed
the thief’s trail down the mountain into Thar, and
Overview
The adventure is broken down into multiple
finally Hulburg. It was at Hulburg that the hunters
sections. It is recommended that the DM review
finally caught up with the thief. Neither thief
these sections before running the adventure.
nor hunter care much about the town’s citizens.
Without the adventurers’ aid, its people are to 1. Burden of Beasts. The party has their first
become nothing more than prey to the forces of the run-in with Malar’s servants. Left with little choice,
wild. the town’s guard captain offers to hire the party
to locate the thief within town in order to save
Malar’s hunters are not strong enough to face a
the townsfolk from the wrath of the Malarites and
whole town, instead choosing to kidnap a group of
their lord.
citizens, demanding the stolen relic for their safe
return. 2. The Coldest Snap. Following strange events
near Tent City, the party encounters the thief for
The thief is a warlock named Geldryk Granfallow.
the first time— as well as his brother, Medwin.
His purpose for being in Hulburg goes beyond
They learn more about the warlock’s origins, as
hiding from the wrath of the Lords of the Hunt. The
well as his nefarious plans.
relic he stole from the temple of Auril is an artifact
called the Ice Maiden. Used properly, it allows the 3. The Journey Inward. Heading toward an
warlock to move and shape water and ice. It is also outcropping near the Harbor District, the players
the only thing that can be used to free Kasval, the must face off against the warlock’s guardians and
infernal that feeds the warlock’s powers. Geldryk’s gain access into the tunnels leading beneath the icy
brother, Medwin, is currently hiding within the shore.
ruins of Hulburg, hoping to find a way to stop 4. The Guardian Ruins. The party faces a set of
his obsessed brother and the infernal’s plans for trials from the guardian spirits of the ruins in order
freedom. to gain access to the buried chamber beyond.

Series 5. The Guardian Flame. In this section, the


players may gain information regarding a secret
HULB 2-2 Winter’s Frigid Wrath is the second part society, as well as new options they may use in
of a trilogy set near and in the town of Hulburg their confrontation with Geldryk.
during the first few days of winter. HULB 2-1
6. Perilous Pursuit. As Geldryk attempts to make
Winter’s Frosty Kiss and HULB 2-3 Winter’s Sharp
his escape, the party must choose their path
Bite are the first and third part of the trilogy.
toward stopping the warlock and recovering the
Playing the three adventures in order makes the
relic. Should they succeed, they must then choose
most sense, but it is not strictly necessary.
how to resolve the hostage situation with the
Malarites.

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I N T RO D U C T I O N
Adventure Hook: The Wounded Guard Roleplaying Oran Hornwhisper
The adventure takes place after the party returns Oran is Hulburg’s sergeant-at-arms, a retired
from rescuing the captured hunters and defeating soldier, and no stranger to the cold, being a
the wendigo, Sharaak, in adventure HULB 2-1. native of the harsh northlands of Damara. He
While near the outskirts of Hulburg, the party is a rather burly man, his half-elven features
encounters Oran Hornwhisper, the town guard’s barely visible beneath his scraggly dark hair
sergeant-at-arms. He is badly injured and barely and the salt-and-pepper shaded gruff around
able to move on his own. He calls out to the party his face. Even with his injuries, his nerves
as soon as they come within view. A successful DC seem unshaken, yet the concern for the rest
13 Wisdom (Medicine) check reveals his condition of his patrol is plainly evident. A good friend
to be serious, primarily from the gaping wounds of the guard captain, Oran shares her staunch
on his side and neck - presumably caused by some determination with keeping Hulburg safe
form of large animal. until Lord Hulmaster’s return.
Oran explains he and his patrol were ambushed However, just as important, his recent
by beasts on the outskirts of Hulburg, not far from encounter with one of Malar’s servants has
their current location. He is not sure if there are left Oran stricken with lycanthropy. He has
any other survivors, and desperately asks the never before seen a lycanthrope and is only
party for assistance. He can barely speak beyond vaguely aware of their nature, therefore, he is
this unless the characters either succeed on the also currently unaware of his affliction. If he
Medicine check above or heal him for at least 5 does provide further detail of his attackers,
hp. If the players then ask for further details, Oran any character can discover his affliction
describes the beasts as “gigantic wolves that can by examining his wounds and making a
walk”. successful DC 14 Intelligence (Arcana) check.
When the party is ready, the sergeant leads them As per the Monster Manual, only a remove
toward the border outpost at the edge of town. curse can cure Oran of his sickness.
HULB 2-2 Stand Alone. If you did not run HULB
2-1 Winter’s Frosty Kiss before this, or are starting
this adventure from a different location, you can
still use the same adventure hook provided the
party is able to encounter the injured guard from
whichever location they are travelling.

5 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
I N T RO D U C T I O N
PART 1. BURDEN OF
BEASTS
While Oran leads the party to the patrol site, two A successful DC 10 Intelligence (Religion) check
werewolves and two winter wolves are prepared reveals the markings on the bands the beasts wear
to ambush the party from the corner of the town’s around their wrists to be the mark of Malar, the
northern wall. They do not attack until the party Beastlord.
investigates the wounded guard, detailed below, or The Malarite hunters revert to human form
are otherwise spotted. once defeated. The party may choose to keep them
Read the following once the party arrives near alive in order to gain more information from them.
the area. Other than what is listed in their stat blocks, they
carry no treasure.
A light snow begins to fall, collecting upon
the already snow-covered dirt and grass
Adjusting the Encounter
beneath your feet. The flowing curtain of
The encounter is an easy one. Here are
flakes, accompanied with the stinging
recommendations for adjusting this combat
winds, serves you with a firm reminder that
encounter. These are not cumulative.
the winter season has only just begun to
show its teeth. • Very Weak Party: Remove a winter wolf.
Oran guides you across the path • Weak Party: Remove a winter wolf and
that leads to the eastern hills, and soon add a priest.
you are only a few dozen yards away • Strong Party: Add a priest.
from Hulburg’s northern palisade wall. • Very Strong party: Add a priest. The
About 30 feet away from the wall’s edge, winter wolves have 90 hit points each,
a smear of bright red creates a harsh +8 to hit and deal 13 (2d6 + 6) piercing
mark against the stark white of the snowy damage. The DC of their cold breath is 14
landscape. Nearby, a humanoid figure and it deals 1d8 extra cold damage. PCs
can be seen lying still, face down in the earn 1,100 XP per winter wolf.
snow.
Once the party moves in to investigate, a successful Note: The priest, if present, is a werewolf. Make
DC 13 Wisdom (Perception) check reveals the the following changes:
guard to not only be alive, but bound by both • Race is human shapechanger, alignment chaotic
the hands and feet. Unless any of the players evil.
specifically look for hidden enemies, only a passive • Add the shapechanger and keen sense trait of a
Perception of 14 or higher allows them to notice werewolf.
the werewolves before they move in to attack the • Due to the chainmail, the priest cannot take
party. wolf form.
Within the first round of the encounter, the • The priest can cast spells in hybrid form, not in
werewolves snarl at the party, demanding to wolf form.
know the “location of the cowardly thief”. Though • In hybrid form the priest’s mace attack can be
the players may attempt to parlay during this described as a claw or bite attack with the same
exchange, the werewolves do not say much beyond damage and attack rolls. If a bite attack, include
this, while their thirst for combat encourages them the Constitution saving throw against the
to fight on until they are reduced to 0 hp or killed. lycanthropy curse as with a regular werewolf.

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PA RT 1
The Guard Captain What the NPCs Know
A round after the end of the encounter, Tanya The following information can be obtained from
Strongbow, Hulburg’s guard captain, arrives either Captain Strongbow, the Malarite hunters, or
with an escort of two more of the town guard. If both. Roleplay each of the NPCs accordingly while
the party already met Captain Strongbow in the the party gathers this information.
previous adventure, HULB 2-1 (and potentially • An ancient relic was recently stolen from the
HULB 2-3), she greets them cordially. Otherwise, temple of Auril in the northern mountains. The
Oran Hornwhisper introduces her to the party. thief who stole the relic is rumored to have
While the two accompanying guards move to taken refuge somewhere in town.
untie their companion, Captain Strongbow tells the • Servants of Malar have recently arrived in
party that a situation has arisen with these beasts, search of this presumed thief, but the town
and offers to take the party to a guardpost nearby guard has so far prevented the majority of these
where they may take shelter from the cold. Should hunters from entering the town.
the party accept, they are escorted to the small • In retaliation, the leader of the Malarite hunters
outpost at the edge of the town’s northern wall. If has taken the town’s head miner hostage, along
the party refuses, the Captain wastes no further with at least seven other townsfolk.
time and informs the players of the town’s current • Unless the relic and preferably the thief (only
ordeal. the relic is required) is delivered to a spot yet
to be determined, the hunters will slaughter the
Roleplaying Tanya Strongbow hostages.
Captain Strongbow is a short, stocky woman
with short brown graying hair, a weather- • The relic is described as an ivory statuette of
worn round face and a missing left arm. She a sparsely clad woman dancing in the snow,
wears a pristine if somewhat worn guard wearing silver jewelry. It does not radiate
uniform, and she has the air of a stern veteran magic. The Malarites assume it is nonmagical.
officer. Her face shows little emotion. She has The Captain is less certain.
served in the military her whole life, mostly • The thief is a thin human male in his late forties,
as a guard in Mulmaster, but when she had to with a tattoo of an ice devil on his shoulder. The
choose between retirement and joining Lord thief can alter his shape with the aid of magic,
Hulmaster’s retinue, she picked the latter. She though the tattoo remains visible.
was well aware it would be a hard life, but it is • A strange, silvery-white mist has appeared in
all she knew. areas both north and west of Tent City. Neither
She is a strict, disciplined woman who the guards nor the hunters know the nature or
prefers to keep things professional and polite. the source of this mist.
Lord Hulmaster and most of his officers Developments
have left the area for the winter and she is
None of the guards nor the Malarite hunters know
determined to hand over the town in one
the location of the hostages, nor do they provide
piece on the Lord’s return in spring. She is
the party with any information regarding the
not much of a diplomat, but since she needs
leader of the hunters.
the adventurers she is willing to ignore much.
Still, she has a bit of a temper and a tendency Though it appears the Malarites are not seeking
to snap at people who treat her with over- to directly harm the townsfolk unless necessary,
familiarity or contempt, and she has little Captain Strongbow has no intention of allowing
sense of humor. them to run rampant throughout Hulburg in search
of this elusive thief. By their actions, she is also
certain that the hunters have no concern for the
well-being of the town or its inhabitants. She tells

7 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
PA RT 1
the party that the best way to resolve this situation
is to find this thief and the relic, and deliver them
to the hunters before they grow impatient. Since
the town militia has its hands full keeping the
hunters at bay, she offers the party a reward of
250 gp if they can retrieve the stolen relic and, if
possible, capture the thief.
Assuming the party accepts, the Captain
suggests they begin their search at one of the two
spots around Tent City where the strange mists
have appeared.
Should the party decide to deal with the hunters
directly, or use the captured Malarites as their
own hostages (which would not work anyway
considering Malar’s teachings), the Captain
stresses what a huge loss the town will bear
should the head miner be killed, as well as her
responsibility for the lives of the few townsfolk
left in Hulburg. Should the party still absolutely
insist on dealing directly with the hunters, refer
to module HULB 2-3 Winter’s Sharp Bite. However,
the players will be ill-equipped to deal with this
scenario, as well as gain little to no support from
Captain Strongbow and her militia.

8 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
PA RT 1
PART 2.
THE COLDEST SNAP
This encounter begins once the players reach in this area that even the most mundane
either of the two clouds of mist that circle the amongst you can sense.
areas north and west of Tent City. They can head
directly there if they follow Captain Strongbow’s The mist zones cover a 100 foot radius from their
suggestion. Otherwise, if the party attempts to center. Visibility is reduced by half inside the fog.
locate the thief on their own, the path eventually Different events follow depending on which zone
leads them here. the party wishes to enter.
With the ruins mostly empty, discovering the As soon as any character fully enters the
thief’s tracks should not be too difficult. Any player mist, they are assaulted with extremely cold
with a successful DC 13 Wisdom (Survival) check temperatures and must immediately make a DC 10
should be able to mark and distinguish fresh Constitution save or suffer one level of exhaustion
humanoid tracks in the snow leading through the (please see “Exhaustion” on pg. 291 of the PHB).
less populated areas of Hulburg. If the check was Cold weather outfits offer a little protection, but
passed by 5 or more the characters realize the characters resistant to cold do not need to make
freshest tracks are at the western site (assuming the saving throw.
they check both). Due to the nature of the freezing cold inside
New arrivals tend to draw attention, so asking the mist, the DM may choose to introduce
around can lead to the mist as well. If they succeed additional effects and descriptions to emphasize
at a DC 18 Charisma (Persuade) check and spend a the extremity of the temperature in the area. This
bit of coin, they are directed to the western mist. could be anything from hair freezing upon the face,
cold burns against metal armor, and shortness of
The Encroaching Frost breath. This could extend to more extreme things
Once the players reach the silvery-white mist, they such as making a difficult survival check to light a
soon realize that it is a region of extreme cold and fire or taking an extra second to pull a weapon free
frost—created by Geldryk with the relic. The zones from a scabbard.
are 1,000 feet away from Tent City, one directly to It is important, however, to note that these
the north and another to the west. effects should be mostly cosmetic and should not
The following text can be read once the party provide any detrimental effects in combat, nor
reaches the edge of either zone. anything that would cause the characters to take
damage unless specifically noted in the adventure.
The bitter cold begins to creep under
Bitter Intentions
the folds of your clothing. Your journey
through the snowy ruins of the city leads Geldryk created these frost zones in an attempt to
you to a cloud of silvery-white mist that force his brother, Medwin out of hiding. The zones
seems to spread out almost a hundred are erected over the two areas within Hulburg’s
feet in every direction. From within, ruins where the warlock’s brother is sure to be
you can barely make out the edges of hiding. Medwin is currently hiding near the center
frost covered ruins. As you approach, a of the western mist, while the northern mist is a
strong wind cuts through you like an icy trap set by the warlock.
razor, followed by an uncanny feeling of
unease. There is a strange mystical power

9 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
PA RT 2
The Northern Mist Adjusting the Encounter
Here are recommendations for adjusting this
Your eyes continually adjust, the haze of
combat encounter. These are not cumulative.
the frosty mist creating additional shapes
and shadows within the midst of the icy • Very Weak and Weak Party: No change.
cloud. You hear the crackle of the ice • Strong Party: Add a spined devil.
patches beneath your feet as you make • Very Strong Party: Add two spined devils.
your way through the area.

In the center of the zone, the party encounters a


The Western Mist
large spire made of solid ice. The spire is 15 feet
wide at ground level and rises 40 feet upward, its The zone west of Tent City is primarily identical
radius growing smaller all the way up to the sharp to the northern mist zone (please refer the The
tip at its peak. The spire is surrounded by a field of Northern Mist above). However, there is no
smaller icy stalagmites varying from six inches to unstable ground or pit traps around the base of
two feet in height. the spire. The ruined buildings in the area are also
more intact. This spire was more recently erected,
On the north side of the spire, about 5 feet from
and Geldryk is still in the area searching for his
the ground, a glowing silvery rune about the size
brother’s whereabouts. He has set an explosive ice
of a human fist can be seen carved into the base
trap at the base of the spire.
of the ice. This rune is the source of the intense
cold in the area. A detect magic or a successful DC Ice Trap: One round after the party reaches the
14 Intelligence (Arcana) check can verify this. It center of the spire, the magical trap releases
can be removed one of three ways—either with an explosion of frost and ice in a 30-foot radius
a branding stone (see The Western Mist below), around the party. It can only be noticed with detect
casting dispel magic upon the rune, or by causing a magic or similar magical detection and can be
minimum of 20 hp of fire damage to the rune itself. disarmed with a dispel magic (the spell level for
Once the rune is disabled, the extreme cold slowly the trap is 6th level). Once triggered, each party
recedes while the mist dissolves into the air. member must make a DC 15 Dexterity saving
throw. The characters suffer 14 (5d6) cold damage
Developments on a failed save or half as much on a successful one.
Two events occur when the party moves to interact After the trap is triggered, read the following:
with the spire.
Pit Trap. The surface of the ground 10 feet around As the eruption of snow and ice settles to
the base of the spire is extremely unstable. Anyone the ground, you hear a mocking laughter
approaching the spire must make a DC 14 Wisdom coming from the west. You catch a
(Perception) check. Any character who fails this brief glimmer of a partially obscured
check must then make a DC 15 Dexterity saving form fleeing into the icy mist. Though the
throw or have the ground collapse beneath their details are not exact, you can barely
feet and fall into a spiked ice pit below, taking make out the form as a dark haired
10 (3d6) bludgeoning damage from the fall. human wearing grey robes dressed with
Any player who has fallen may climb out with a deep red embroidery. Could this be the
successful DC 14 Strength (Athletics) check. This thief you’ve been searching for? As the
roll may be made with advantage if any type of figure fades deeper into the mists, you
assistance is provided by equipment or an ally. may only have moments to act before it
Elemental Attack. A frozen sentinel and three completely vanishes.
spined devils rise up from the ground and
immediately attack the party once they reach the
spire or trigger the pit trap.

10 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
PA RT 2
Cold Pursuit Random Events. The ruins in this area are
The figure is not Geldryk. It is a frigid stalker extremely unstable and the ground is littered with
created by the warlock. Should the party attempt patches of rubble mixed into the snow and ice. At
to pursue the figure, it makes every effort possible the end of each round, roll 1d10 for each player
to keep the party busy until it can lead the players and consult the table below. Continue to the next
to an ambush point. Use the following chase rules round once the event has been resolved.
in order to resolve the pursuit.
Random Chase Events
The stalker starts 40 feet away from the party
and his partially obscured form flees through D10 Effect
the maze of ruins. Have each player record their 1 The target takes a tight corner turn. Make
character’s distance away from the fleeing target. a DC 13 Dexterity (Acrobatics) check
Each character must use the Dash action to catch or lose 10 feet of distance as you turn
up to the stalker. Each Dash action closes the around to catch up.
distance by 10 feet. This action may be taken 2 A cold wind rips through you during
a number of times equal to 3 + the character’s your pursuit. Make a DC 13 Constitution
Constitution modifier. Afterward, the character saving throw. If failed, you are also at
must make a DC 10 Constitution Check at the disadvantage on all saving throws until
end of their turn or gain one additional level of the end of your next turn.
exhaustion.
3 Debris falls from the ruins around
Any attempt to stop and take an action such as you as you run past. Make a DC 12
using a ranged weapon or spell costs the player Dexterity saving throw or suffer 7 (2d6)
20 feet of distance. If the stalker takes at least bludgeoning damage. If successful, gain
20 points of damage, it immediately turns and 10 feet of distance from the target.
attacks the last character to damage it. Continue to
4 A thick cloud of dust and debris blows
“Ending the Chase” below.
through this area, hampering your vision.
Breaking the Illusion. If a player comes within 20 Make a DC 13 Wisdom (Perception) check
feet of the stalker and makes a successful DC 15 or lose 10 feet of distance from the target.
Intelligence saving throw, they see the stalker’s You are also at disadvantage on all attack
true form (a much taller, translucent humanoid rolls until the end of your next turn.
with no specific facial features), which provides
5 You run through a patch of ice and
them a clue that they may not be pursuing who
struggle to prevent yourself from slipping.
they think, as well as the fact that they may be
Make a DC 13 Dexterity saving throw or
being led to pursue on purpose.
stumble through the icy patch, losing 10
Losing the Trail. If the stalker moves beyond feet of distance from the target.
40 feet away from any pursuer, that player must
6 Snow and ice collapse below you into
succeed on a DC 13 Wisdom (Perception) check
the remains of a cellar. Make a DC 12
or lose sight of the stalker within the mists
Dexterity saving throw or fall into a
completely. After that, only a successful DC 16
10-foot-deep pit, and take 3 (1d6)
Wisdom (Insight) check allows them to locate it
bludgeoning damage. Climbing out takes
again. They must start the chase again, this time
one move action, but it does not require a
from 30 feet away. Characters with darkvision or a
skill check.
similar ability/spell effect gain advantage on both
of these checks. In addition, if the spire’s rune was 7-10 Nothing happens
disabled prior to the start of the chase, they also
gain advantage on these checks. If all players lose
sight of the stalker and fail to relocate it, move on
to “Ending the Chase” below.

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Ending the Chase The voice calling out to the party is that of Medwin
The chase ends with all players meeting in the Granfallow, the thief’s brother and the primary
same area when any of the following conditions are target of the chilling mist that surrounded the area.
met: He is hiding within a nearby ruined building. He
• None of the players initiate the chase. makes it his first priority to tell the party he is no
threat and has vital information about the thief
• No one catches the target after eight rounds they are pursuing.
have passed.
If any of the players confront or attack Medwin,
• Any player reaches 0 feet from the target. he defends himself, but does not make any direct
• All players lose the target and fail both attempt to harm anyone in the party. He instead
Perception and Insight checks to find him again. continues to offer his assistance, insisting that time
Once the chase ends, the stalker will attack the is short and that the entire region is in danger.
party. In addition, two minotaur skeletons rise up Medwin’s stats are provided in Appendix I.
from the ground and attack as well. If the stalker Provided there is no further conflict, Medwin
successfully led the party to the ambush point, the invites the players into the small ruined hovel
where he has taken refuge. He introduces himself
Adjusting the Encounter and immediately identifies the thief as Geldryk
Here are recommendations for adjusting this Granfallow, his brother. He also provides the party
combat encounter. These are not cumulative. with the following information, either voluntarily
• Very Weak and Weak Party: Remove both or through questioning:
giant skeletons. • Years ago, Geldryk uncovered an old tome
• Strong Party: Add a giant skeleton. buried beneath the ruins of the city. This tome
• Very Strong Party: Replace the giant detailed the nature of an infernal being named
Kasval, who was defeated and his soul sealed
skeletons with two winter wolves.
away deep beneath the rocky shores at the
skeletons gain advantage on their attack rolls for border of this city.
the first round. If any player broke the stalker’s • The tome apparently belonged to a Zhentarim
illusion, or caught it before eight rounds passed, wizard who used its rituals to communicate
the skeletons instead arrive one round after with the infernal. It is assumed that Geldryk has
combat starts and do not gain any attack bonuses. done the same.
Continue to “A Brother’s Tale” as soon as the last • Geldryk became obsessed with the research,
creature is defeated. so much that he began to continue the
A Brother’s Tale Zhentarim wizard’s practices. At first, Medwin
thought his brother’s focus was a hobby, but
The ground shakes beneath your feet and the rift between them grew and his brother’s
a gust of icy wind whips upward from the personality had transformed.
ground around your location. Through • With knowledge of how to free Kasval, Geldryk,
the whipping winds, you can barely make now a warlock, plotted to steal the relic of Auril,
out the sound of a voice over the wind’s which he plans to use to open Kasval’s prison.
howl. You make out the words, “Damned • Medwin returned to Hulburg while his brother
interlopers…”, before the voice fades. was away and stole his brother’s tome. Geldryk
Within seconds, the icy mist in the area has been attempting to take the tome back, as it
fades away. A short moment later, you contains the only method for stopping his plans.
hear the faint sound of a voice calling • Medwin knows how to stop his brother and
out to you nearby. he has made the necessary preparations (a
smooth black stone with a rune). He needs the
characters help though.

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Roleplaying Medwin Granfallow Development
Medwin is a thin-framed human of middling Medwin tells the players that his brother is heading
years. He has short graying hair with a heavily to the Arches, an outcropping near the harbor.
receding hairline and a full well-trimmed There is a system of tunnels beneath the waters
beard. He carries a consistently somber that runs through this rock formation. Medwin will
expression, but makes strong efforts to not let help the party enter these tunnels so long as the
his darkened mood get in the way of getting party makes every effort to stop the warlock from
the party to help him. freeing his infernal master.
He has never stopped caring for his brother, Should the players agree, Medwin also provides
and deep down hopes to discover a way to them with a smooth black rock with a rune carved
save him from the hold the evil infernal seems into the surface, very similar to the rune on the
to have upon his soul. However, he also fully surface of the ice spires. This is a branding stone,
understands the importance of stopping which Medwin learned to craft from the ancient
Geldryk, even if it means resorting to force. tome. Medwin does not know the full uses of the
stone, but knows that it can be used to dispel the
effects generated by the relic. Touching it to the
The Blighted Tome
runes carved into the icy spires dispels the freezing
The tome Medwin speaks of is a small book of mists created by the rune.
twenty electrum lined pages bound within a cover
Once the party is ready, Medwin accompanies
made of hardened black scales. It is written in
them to the edge of the Harbor District.
a combination of Infernal and magical writings,
detailing various practices specific to paying
homage to Kasval the Blighted. A successful
DC 18 Intelligence (Arcana) check reveals the
purpose behind this tome, however, none of the
book’s contents provides any benefit to the party,
as it would take at least a week of study to fully
translate the writings. It can only be destroyed by
magical means.
Under no circumstance will Medwin part with
the book at this time (see the Conclusion for more
information on this).

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PART 3. JOURNEY
INWARD
Since the start of the season, Hulburg’s harbor has Crossing the Shoreline. The waters around the
frozen over, making passage into the city by sea shore, the river, and the docks are completely
nearly impossible. frozen over. It is traversable, but still somewhat
perilous to cross.
With newfound knowledge of the thief’s
Walking along the icy surface requires three
identity and intentions, you travel south
successful Dexterity (Athletics) checks. This
along the snowy bluff to the Harbor
may be performed as a group skill check or
District. Most of the warehouses and
made individually. They also do not need to be
offices are closed and shuttered against
consecutive. Failed checks do not take away from
the harsh climate. Other than a few of
the total number of successful ones. Those who do
Captain Strongbow’s patrollers, you see
fail must make a DC 15 Dexterity saving throw or
very few of the city’s inhabitants in this
fall into the icy waters of the Moonsea. Those in
normally bustling area. The docks have
the water must make a DC 13 Constitution save or
all been frozen over, making passage by
suffer one level of exhaustion from the cold. A DC
the Moonsea nearly impossible. The falling
13 Strength (Athletics) check is required to climb
snow gathers into decorative patches
back onto the ice. This check may be made with
along the ice sheets around the harbor,
advantage if assistance is provided.
the storm showing no signs of stopping
anytime soon. Climbing. On the other side of the river, the
surface of the outcropping is jagged and covered
Medwin leads the party to the edge of the harbor with snow, ice, and rocky debris. It is not directly
district, where to the southeast, a large curved connected to Hulburg, and there have not yet been
rock formation known as the Arches extends from any developments that would provide a direct
the hilly border out into the Moonsea. He tells path over this rock formation. Attempting to climb
the party that there is a small passage that runs from the hills or from the shoreline requires three
through the center of this rocky extension. This successful DC 15 Strength (Athletics) checks.
passage ends at the entrance to tunnels that lead This can be performed as a group skill check or
beneath the southern border of the city, which can individually. A failed roll requires those on the icy
only be accessed by crossing the sea’s icy surface. surface to make a DC 15 Dexterity saving throw
If asked, Medwin assists the party to reach the or suffer 3d6 bludgeoning damage, and they must
entrance but does not travel with the party beyond start the climb over.
that point, insisting he must keep the Blighted Other Methods. Depending on the party, certain
Tome safe and guard the entrance in case his player characters have items or spells that allow
brother should escape the party. them to fly, swim, or move along greater distances.
The distance from the edge of the harbor to the
Getting to the Tunnels entrance path is approximately 300 feet. It is the
Without the power of the relic, reaching the DM’s discretion on how to handle any of these
entrance to the tunnels is not an easy task. It lies methods, perhaps by allowing advantage on
at the shore of the Moonsea, the path to which is the skill checks or reducing the number of rolls
blocked by the rocky outcropping. The players required to reach their destination.
have multiple ways to reach the entrance. Once the party overcomes these challenges,
they reach solid ground at the end of the narrow
passage between the rocks.

14 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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The Hidden Passage
Geldryk has already opened the passage in the Though no map is provided, the party may easily
rocks leading down into the tunnels. A grick alpha navigate their way through these to reach the
is near the entrance. It is camouflaged against the underground ruin. During the journey through the
snowy rock wall and does not attack until the party tunnels, have each player make a DC 14 Wisdom
comes within 30 feet of the entrance. (Perception) check. A successful roll locates a
sheet of clear ice concealing a hidden passage. A
The frozen river ends in a snow-covered rune is carved into the surface of the ice. Using
patch of craggy land hidden between the branding stone on the rune clears the ice and
the curves of the large rock formation. provides a path directly to the opposite side of
About 60 feet from the shore, a ten- the Entrance Path of the ruins (see Area #1 in The
foot-wide rift in the rock wall leads into Guardian Ruins section below). Otherwise, the
darkness. The secluded area also serves winding tunnels eventually lead the party to the
as a makeshift wind tunnel for the harsh, ruin’s main entrance.
unforgiving chill in the air. If an attempt is made to track Geldryk’s
A successful DC 15 Wisdom (Perception) check movements, a successful DC 13 Wisdom (Survival)
reveals the location of the grick, avoiding its check uncovers his tracks and also leads the party
surprise attack on the party. to the ice covered passage.

Adjusting the Encounter


Here are recommendations for adjusting this
combat encounter. These are not cumulative.
• Very Weak and Weak Party: No change.
• Strong Party: Add a grick.
• Very Strong Party: Add two gricks.

The Winding Path


The open passage accesses a system of twisting
tunnels leading deep beneath the southern border
of Hulburg.

A path beyond the opening takes a steep


slope downward, leading northwest into
the underbelly of the Harbor District.
Though you are finally out of the snow, the
frigid air shows no sign of receding. The
tunnels soon split into multiple directions,
each a path of natural dark stone
haphazardly covered with thin patches
of ice.

15 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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PART 4.
GUARDIAN RUINS
The winding tunnels eventually open onto a path
or opened by magical means. Once both locks are
of finished stonework. Though Geldryk was able
disabled, the ice sheet shatters and the door opens
to carve his own path through this area, the party
on its own.
must succeed in opening the two locks required to
gain access to the chamber of the Guardian Flame 2. The Watcher’s Hall
(Area #4). Please refer to the Guardian Ruins Map
in Appendix II for location descriptions. This was once the meeting hall for members of the
Order of the Guardian Flame. Their leader, Nediva,
is a ghost who now haunts this hall along with four
Order of the Guardian Flame
specters (neutral aligned) who do not immediately
These ruins were the headquarters of an
appear unless conflict with Nediva is initiated.
order who operated secretly from within
Nediva appears before the party as soon as they
the old city. Their purpose was to protect
enter the hall.
the land from the incursion of extraplanar
beings. Centuries old, they operated in secret, This hall was clearly something of splendor
with plans to expand their influence around a long time ago. The high-vaulted ceilings
Faerun. are decorated with creaking chandeliers
Before the order had a chance to flourish, now caked in rust and frost. Faded
they were betrayed by one of their own and tapestries hang on either side of the walls
most were killed by the infernal known as leading to a set of dilapidated stone
Kasval the Blighted. In the final conflict, tables opposite the entryway.
Kasval was trapped in a magical prison of When Nediva appears, she has the form of an elven
ice and sealed away along with the lair. It is woman in a resplendent suit of plate armor. She
Geldryk’s goal to use the power of Auril’s relic immediately shouts, “You who enter the realm of
to open Kasval’s prison. the Guardian Flame, identify your purpose, or face
retribution!”
The guardian ghost makes no motion to move
1. Entrance Path or speak until a player responds with an answer.
This finished stone passage bears markings carved If any player asks the ghost to identify herself,
in the stone that are primarily for decoration. she tells them she is the protector of these halls
A successful DC 15 Intelligence (History) check and demands an answer immediately. She does
reveals these to be centuries old, perhaps even not answer any other questions. Any aggressive
once linked to the rocky area that supported confrontation or threats made by the party prompt
Griffonwatch Keep. Nediva and the specters to attack. Otherwise, the
The passage ends in a set of double doors, both players may attempt to answer Nediva with either
of which are unlocked. Around the continuing honesty or duplicity.
northern passage, a third set of stone doors bears Proving themselves to Nediva requires a
the carved symbol of a shield surrounded by a successful DC 14 roll using Charisma (Persuasion)
flaming aura. A large sheet of solid ice covers this or Charisma (Deception). If the party mentions
doorway from floor to ceiling, created by Geldryk anything regarding stopping Kasval’s revival or
and the relic. This door can only be opened by show the smooth black stone, they gain advantage
successfully disabling the locks in Areas #2 and #3. on the check.
Neither the door, nor the ice sheet can be removed

16 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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The party gets two chances to succeed on paladin’s sense or detect evil and good would reveal
negotiating with the ghost. If both rolls fail, conflict the same. Unlocking the cage requires a DC 14
ensues. Otherwise, she tells the players that they Dexterity check with thieves’ tools. Alternatively,
are just in their cause and she awaits the time the lock has an AC of 10 and breaks after taking 10
where she helps them defend against the darkness. hp of damage.
With that, she disappears. The Runed Pedestals. The tops of the marble
The Southern Lock. Beyond the field of broken pedestals are decorated with sets of runes. The
tables, there is a large ring hanging from a short tops can be turned to position the runes in any
chain against the west wall. Pulling on this ring particular pattern. Together, these pedestals
causes the chain to pull back a foot, followed actually form a puzzle. Most of the combinations no
by a loud metallic grinding sound coming from longer function, but having six matching runes of a
somewhere behind the western wall. This disables particular type face each other opens the northern
one of the two locks that open the ice covered door lock of the double door in Area #1. For each player
in Area #1. attempting to work the pedestals, this can be
figured out with a successful DC 15 Intelligence
Adjusting the Encounter (Investigation) or Wisdom (Insight) check.
Here are recommendations for adjusting this
Should the party take up Olvik’s offer, no check is
combat encounter. These are not cumulative.
required to solve the puzzle. Once the imp provides
• Very Weak and Weak Party: Remove two the party with the information, he turns invisible
specters. and leaves the area. If attacked, he does his best to
• Strong Party: Add two specters. flee from the party.
• Very Strong Party: Add a ghost. Treasure
If the party investigates the tables, they find a
3. The Ring of Runes locked box (DC 13 to pick open) containing six
rubies worth 100 gp each, and 6 vials of holy water.
This area was once a ritual chamber used to
commune with both extraplanar realms and other 4. The Guardian Flame
secret holds of the Guardian Flame. Olvik, an imp,
Beyond the locked double doors lies the main
is imprisoned in a small enchanted cage that sits
chamber of the Order of the Guardian Flame. The
on one of the tables. He has assumed the form of
great battle between the order and the infernal,
a raven and calls out to the party when they enter
Kasval, happened here.
the area.
The walls of this grand hall are lined with
This large chamber is mostly empty, save
scorch marks and marred stone, with
for a few cluttered tables against the
scattered bits of rock, glass and debris
east wall. Not far from the tables are the
strewn all about the floor. The floor
remains of what appear to have been a
against the northern wall is covered with
few storage crates. Six four-foot marble
large pieces of shattered ice. Light swirls
pedestals form a ring around the floor of
of silvery mist trail upward from the ice
this chamber.
shards. To the west, a bright blue flame
If the party speaks with Olvik, the imp offers them burns within a rune carved indentation
a deal. He tells them the pedestals are used for built into the wall.
different functions, including opening the locked
The shards of ice once held the talisman that
door in the main entrance hall. He only asks to be
contains the soul of Kasval the Blighted, an infernal
freed from his cage. Any player making a successful
from one of the coldest regions of the Nine Hells.
DC 16 Intelligence (Arcana) check may learn of the
Geldryk has already retrieved the talisman and
true nature of the fiend. Other abilities such as a
escaped the ruins.

17 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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Spirit of the Guardian
If the party comes within 20 feet of the flame in the and instructs them on how to destroy Kasval’s
west wall, they hear a voice in their heads greeting talisman. Only one player need agree in order
them. This is the voice of the Guardian Flame to gain the guardian’s help. Make note of which
itself. If the players respond, the flame tells them players pledge themselves to the order and check
that one of their own had betrayed the order and that they note it down on their logs. If none within
released Kasval. The order banished the infernal the party agree, the flame goes out, leaving the
and sealed its talisman behind an icy cage forged party to deal with Geldryk on their own.
of its own power. The last members of the order The Guardian’s Instruction. A ritual requiring a
sacrificed themselves to accomplish this. Had any branding stone (which the players should already
survived they could consequently have destroyed have) may be performed to shatter Kasval’s
the amulet, but they failed. Only a relic as powerful talisman. It takes only a minute for the guardian to
as the statuette could undo the icy prison that held teach the incantation, which can be performed by
the infernal’s soul. any of the players. They are also surrounded with a
The Guardian Flame makes a request of the dimly lit magical aura, granting them advantage on
players. Should they choose to pledge themselves all saving throws made against Geldryk’s powers
to the order, the flame agrees to grant them an and spells.
aura of protection against the warlock’s powers When the party is ready, they may exit the ruins
using the same passage they had come in through.

18 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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PART 5. PERILOUS
PURSUIT
In this encounter, the party comes to a final to the stats provided, he gains the following
confrontation with Geldryk. Though the warlock spellcasting abilities. Please use the warlock
made his escape long before the party, his brother spellcasting bonuses provided in the stat block:
has delayed him long enough for them to catch up. At will: chill touch, ray of frost
The entrance to the tunnels has partially collapsed, 1/day each: cone of cold, ice storm
but still allows enough space for the party to climb
over the rocky debris. The Frozen Warrior. Freeing Medwin is possible,
but certainly not easy. The frozen prison cannot
You swiftly move through the piles of be dispelled—a successful DC 13 Intelligence
collapsed rubble and ice toward the (Arcana) check may be made to discern this.
now slender opening in the wall, beyond However, the prison can be shattered. It has an
which the path opens back onto the AC of 13 and 40 hp. It is immune to acid, cold,
rocky landscape on the shore of the and poison damage, and resistant to slashing and
Moonsea. From the opening, you see the piercing attacks. Once Medwin is freed, he joins the
light feathering of flakes has increased combat with 29 hp remaining.
to a full-fledged snowstorm. In the faint The Guardian’s Ritual. If the party dealt with
distance, you hear a familiar voice shout the Guardian Flame, any player may attempt to
through the unforgiving wind, “Brother, I perform the ritual during the combat. It takes one
beg of you! Please stop this!” action to perform, causing the branding stone to
The party emerges onto a scene of conflict. To shatter. The talisman around the warlock’s neck
the west, approximately 60 feet from the ruined shatters in a burst of flame, inflicting 9 (2d6) hp of
building, the two brothers stand face to face. There fire damage.
is only enough time to see the warlock hurl a coil
of wind from the statuette, completely encasing his Adjusting the Encounter
brother in a block of ice. Here are recommendations for adjusting this
Geldryk does not immediately notice the party. combat encounter. These are not cumulative.
Should they decide to delay, the warlock heads • Weak or Very Weak Party: Remove the
south toward the icy waters. Players using stealth winter wolves.
may follow him as far as the shore where the
• Strong Party: Add a winter wolf.
warlock begins using the relic to reinforce the icy
waters to secure his passage. This requires a DC • Very Strong Party: Replace the winter
14 Dexterity (Stealth) check to sneak up on him wolves with a barbed devil.
normally.
Geldryk starts combat with mage armor already Expanding Choices
cast. At the beginning of his first turn, two winter When Geldryk is defeated, what happens next is
wolves emerge from the tunnels and immediately defined by whether or not he is killed in combat. It
attack the party. This does not take up any of the is recommended that when the warlock is reduced
warlock’s actions. to near 0 hp, you specifically ask the players
The Relic. Though the branding stone protects the whether or not they intend to deliver a killing
party from Medwin’s fate, Geldryk may still use the blow. This reminds the players that they do not
statuette’s powers against the party. In addition necessarily have to kill Geldryk in order to end the
conflict.

19 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
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Once Geldryk is defeated, there are multiple ways infernal’s influence. If the party absolutely refuses
to resolve the encounter. or explains their situation, Medwin begrudgingly
agrees, as his brother’s obsession was the cause
If Geldryk is brought to 0 hp or below without for the endangered innocents. Do remember that
delivering a killing blow: The relic does not the followers of Malar do not require the thief per
take kindly to the warlock’s actions and decides se. The relic itself is enough. Defeated, and with all
to inflict its mistress’ wrath upon him. A stream his plans destroyed, Geldryk remains silent and
of frost pours from the relic, surrounding the uncaring of his fate.
warlock’s arm until it shatters into pieces. Geldryk Should the players choose to let Medwin leave,
falls to the floor, unconscious. in addition to the gold, Medwin rewards the party
with his longsword, praising them to be good and
worthy souls. The longsword is a flame tongue. He
If Geldryk is brought to 0 hp or below by a also gives them the tome. The magic is gone, but its
killing blow: The relic brings Auril’s full wrath information is still useful. It is now a mundane item
down upon Geldryk, enshrouding his body in frost but can be sold for 300 gp. If the characters sell it
and shattering his form completely. to the Zhentarim, members of said faction gain 1
Treasure renown point.
Other than the talisman (which will be dealt with Upon return into Hulburg, the party can
during the Conclusion) and the relic, Geldryk rendezvous with Captain Strongbow and Sergeant
carries a scroll case which contains a spell scroll Hornwhisper. The Captain is relieved at the
inscribed with the dispel magic spell. party’s success, telling them the situation with the
Malarites has grown even more tense. As promised,
Conclusion she takes the relic off the party’s hands and grants
them the 250 gp reward, also insisting they take a
Regardless of how Geldryk is defeated, Medwin is
much needed rest while she and her guards resolve
freed from the prison of ice if the players had not
the hostage situation.
yet done so. They may also perform the guardian’s
ritual to destroy Kasval’s talisman. If they do If the players wish to involve themselves in the
not, or if they haven’t learned the ritual, Medwin dealings with Malar’s hunters, continue to the next
destroys the talisman himself. adventure, HULB 2-3 Winter’s Sharp Bite.
If the warlock was killed, Medwin thanks the Treasure
party for their help and gives them 50 gp per PC. The characters earn 50 gp per character from
If Geldryk is still alive, Medwin requests the Medwin. If they allow Geldryk to leave alive they
players take the relic, but allow him to leave with earn the flame tongue.
his brother in the hopes that he recovers from the

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Rewards Treasure
Make sure players note their rewards on their The characters receive the following treasure,
adventure log sheets. Give your name and DCI divided up amongst the party. Characters should
number (if applicable) so players can record who attempt to divide treasure evenly whenever
ran the session. possible. Gold piece values listed for sellable
Experience gear are calculated at their selling price, not their
purchase price.
Total up all combat experience earned for
defeated foes, and divide by the number of Consumable magic items should be divided
characters present in the combat. For non-combat up however the group sees fit. If more than one
experience, the rewards are listed per character. character is interested in a specific consumable
Give all characters in the party non-combat magic item, the DM can determine who gets it
experience awards unless otherwise noted. randomly should the group be unable to decide.
Permanent magic items are divided according to
Combat Awards a system. See the sidebar if the adventure awards
Name of Foe XP per Foe permanent magic items.
Bearded Devil 700
Frigid Stalker 2,300 Treasure Awards
Frozen Sentinel 1,800 Item Name GP Value
Geldryk 2,900 Base reward 250 gp
Ghost 1,100 Blighted Tome 300 gp
Giant Skeleton 450 Medwin’s Reward 50 gp/PC
Grick 450 Rubies 600 gp
Grick Alpha 2,900 Vials of holy water (6) 36 gp
Priest 450
Specter 200 Flame Tongue
Spined Devil 450 Weapon (longsword), rare (requires attunement)
Werewolf 700 A description of this item can be found on pg. 170
Winter Wolf (standard) 700 of the Dungeon Master’s Guide.
Winter Wolf (very strong) 1,100
Spell Scroll (Dispel Magic)
Non-Combat Awards Scroll, rare
Task or accomplishment XP per Char. A description of this item can be found on pg. 200
Ending the chase by catching up of the Dungeon Master’s Guide.
to Geldryk 150
Solving Ring of Runes without the
Imp’s help 200
Proving worthy of Nediva without
conflict 400
Destroying the infernal talisman 350
Allowing both Medwin and Geldryk
to leave freely (if Geldryk is alive) 100
The minimum total award for each character
participating in this adventure is 4,500
experience points.
The maximum total award for each character
participating in this adventure is 6,000
experience points.

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R E WA R D S
Permanent Magic Item Distribution Renown
D&D Adventurers League has a system All faction members earn one renown point for
in place to determine who is awarded participating in this adventure.
permanent magic items at the end of a Zhentarim members earn one extra renown
session. Each character’s log sheet contains a point if they sell the tome to one of their agents.
column to record permanent magic items for
Harpers earn one extra renown point if they join
ease of reference.
the Order of the Flame and destroy the talisman.
• If the players at the table agree on one
character taking possession of a permanent Downtime
magic item, that character gets the item. Each character receives 10 downtime days at the
• In the event that one or more characters conclusion of this adventure.
indicate an interest in possessing a
permanent magic item, the character that Story Awards
possesses the fewest permanent magic Characters who swore themselves to the Order of
items gets the item. If there is a tie in the the Flame should note it down on their log sheets.
total number of permanent magic items
owned by contesting characters, the item’s DM Rewards
owner is determined randomly by the DM. You receive 875 XP, 400 gp, and 10 downtime
days for running this session.

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R E WA R D S
Appendix:
NPC / Monster Statistics

Bearded Devil of each of its turns due to an infernal wound. Each


Medium fiend (devil), lawful evil time the devil hits the wounded target with this
Armor Class 13 (natural armor) attack, the damage dealt by the wound increases
Hit Points 52 (8d8 + 16) by 5 (1d10). Any creature can take an action to
Speed 30 ft. stanch the wound with a successful DC 12 Wisdom
STR DEX CON INT WIS CHA (Medicine) check. The wound also closes if the
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) target receives magical healing.

Saving Throws Str +5, Con +4, Wis +2 Frigid Stalker*


Damage Resistances cold; bludgeoning, piercing, Medium elemental, neutral
and slashing from nonmagical weapons that aren’t Armor Class 14
silvered. Hit Points 104 (16d8 + 32)
Damage Immunities fire, poison Speed 50 ft.
STR DEX CON INT WIS CHA
Condition Immunities poisoned 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft. Damage Resistances bludgeoning, piercing, and
Challenge 3 (700 XP) slashing from nonmagical attacks
Devil’s Sight. Magical darkness doesn’t Impede the Damage Immunities poison
devil’s darkvision. Condition Immunities exhaustion, grappled,
Magic Resistance. The devil has advantage on paralyzed, petrified, poisoned, prone, restrained,
saving throws against spells and other magical unconscious
effects. Senses darkvision 60 ft., passive Perception 18
Steadfast. The devil can’t be frightened while it can Languages Auran, understands Common but
see an allied creature within 30 feet of it. doesn’t speak it
Challenge 6 (2,300 XP)
Actions
Multiattack. The devil makes two attacks: one Invisibility. The stalker may become invisible at
with its beard and one with its glaive. will whenever it is in snow or icy terrain.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., Faultless Tracker. The stalker is given a quarry by
one target. Hit: 6 (1d8 + 2) piercing damage, and its summoner. The stalker knows the direction and
the target must succeed on a DC 12 Constitution distance to its quarry as long as the two of them
saving throw or be poisoned for 1 minute. While are on the same plane of existence. The stalker also
poisoned In this way, the target can’t regain hit knows the location of its summoner.
points. The target can repeat the saving throw at Actions
the end of each of Its turns, ending the effect on
itself on a success. Multiattack. The stalker makes two slam attacks.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ft., one target. Hit: 8 (1d10 + 3) slashing damage. If one target. Hit: 10 (2d6 + 3) bludgeoning damage.
the target is a creature other than an undead or a * Slightly modified invisible stalker: Invisibility
construct, it must succeed on a DC 12 Constitution only works in winter terrain.
saving throw or lose 5 (1d10) hit points at the start

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APPENDIX
Frozen Sentinel* Geldryk (Warlock of the Fiend)
Medium construct, neutral Medium humanoid (any race), chaotic evil
Armor Class 9 Armor Class 12 (15 with mage armor)
Hit Points 93 (11d8 + 44) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 18 (+4)

Damage Immunities lightning, poison; Saving Throws Wis +5, Cha +7


bludgeoning, piercing, and slashing from Skills Arcana +4, Deception +7, Perception +5,
nonmagical attacks Persuasion +7, Religion +4
Condition Immunities charmed, exhaustion, Senses darkvision 60 ft., passive Perception 15
frightened, paralyzed, petrified, poisoned Languages Common, Infernal
Senses darkvision 60 ft., passive Perception 10 Challenge 7 (2,900 XP)
Languages understands the languages of its Innate Spellcasting. The warlock’s innate
creator but can’t speak spellcasting ability is Charisma (spell save DC 15).
Challenge 5 (1,800 XP) The warlock can innately cast the following spells,
Aversion of Fire. If the sentinel takes fire damage, requiring no material components:
it has disadvantage on attack rolls and ability At will: alter self, false life, levitate (self only),
checks until the end of its next turn. mage armor (self only), silent image
Lightning Absorption. Whenever the sentinel is 1/day each: feeblemind, finger of death, plane
subjected to lightning damage, it takes no damage shift
and instead regains a number of hit points equal to Spellcasting. Geldryk is a 17th-level spellcaster.
the lightning damage dealt. His spellcasting ability is Charisma (spell save
Magic Resistance. The sentinel has advantage on DC 15, +7 to hit with spell attacks). He knows the
saving throws against spells and other magical following warlock spells:
effects. Cantrips (at will): eldritch blast, fire bolt, friends,
Magic Weapons. The sentinel’s weapon attacks are mage hand, minor illusion, prestidigitation,
magical. shocking grasp
Actions 1st – 5th level (4 5th-level slots): banishment,
burning hands, flame strike, hellish rebuke, magic
Multiattack. The construct makes two slam
circle, scorching ray, scrying, stinking cloud,
attacks.
suggestion, wall of fire
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 8) bludgeoning damage. Actions
* Slightly modified flesh golem: removed berserk Mace. Melee Weapon Attack: +3 to hit, reach 5 ft.,
and immutable form as they were inconsistent one target. Hit: 3 (1d6) bludgeoning damage.
with the purpose of the ice monster.

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APPENDIX
Ghost
Medium undead, any alignment Horrifying Visage. Each non‐undead creature
Armor Class 11 within 60 feet of the ghost that can see it must
Hit Points 45 (10d8) succeed on a DC 13 Wisdom saving throw or
Speed 0 ft., fly 40 ft. (hover) be frightened for 1 minute. If the save fails by 5
STR DEX CON INT WIS CHA or more, the target also ages 1d4 × 10 years. A
7 (-1) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) frightened target can repeat the saving throw at
the end of each of its turns, ending the frightened
Damage Resistances acid, fire, lightning, condition on itself on a success. If a target’s saving
thunder; bludgeoning, piercing, and slashing from throw is successful or the effect ends for it, the
nonmagical attacks. target is immune to this ghost’s Horrifying Visage
Damage Immunities cold, necrotic, poison for the next 24 hours. The aging effect can be
reversed with a greater restoration spell, but only
Condition Immunities charmed, exhaustion,
within 24 hours of it occurring.
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained Possession (Recharge 6). One humanoid that the
ghost can see within 5 feet of it must succeed on
Senses darkvision 60 ft., passive Perception 11
a DC 13 Charisma saving throw or be possessed
Languages any known in life by the ghost; the ghost then disappears, and the
Challenge 4 (1,100 XP) target is incapacitated and loses control of its
Ethereal Sight. The ghost can see 60 feet into the body. The ghost now controls the body but doesn’t
Ethereal Plane when it is on the Material Plane, deprive the target of awareness. The ghost can’t be
and vice versa. targeted by any attack, spell, or other effect, except
Incorporeal Movement. The ghost can move ones that turn undead, and it retains its alignment,
through other creatures and objects as if they were Intelligence, Wisdom, Charisma, and immunity to
difficult terrain. It takes 5 (1d10) force damage if it being charmed and frightened. It otherwise uses
ends its turn inside an object. the possessed target’s statistics, but doesn’t gain
access to the target’s knowledge, class features, or
Actions proficiencies.
Withering Touch. Melee Weapon Attack: +5 to hit, The possession lasts until the body drops to 0
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic hit points, the ghost ends it as a bonus action, or
damage. the ghost is turned or forced out by an effect like
Etherealness. The ghost enters the Ethereal Plane the dispel evil and good spell. When the possession
from the Material Plane, or vice versa. It is visible ends, the ghost reappears in an unoccupied
on the Material Plane while it is in the Border space within 5 feet of the body. The target is
Ethereal, and vice versa, yet it can’t affect or be immune to this ghost’s Possession for 24 hours
affected by anything on the other plane. after succeeding on the saving throw or after the
possession ends.

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APPENDIX
Grick Grick Alpha
Medium monstrosity, neutral Large monstrosity, neutral
Armor Class 14 (natural armor) Armor Class 18 (natural armor)
Hit Points 27 (6d8) Hit Points 75 (10d10 + 20)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3) 18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)

Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages – Languages –
Challenge 2 (450 XP) Challenge 7 (2,900 XP)
Stone Camouflage. The grick has advantage on Stone Camouflage. The grick has advantage on
Dexterity (Stealth) checks made to hide in rocky Dexterity (Stealth) checks made to hide in rocky
terrain. terrain.
Actions Actions
Multiattack. The grick makes one attack with its Multiattack. The grick makes two attacks, one
tentacles. If that attack hits, the grick can make one with its tail and one with its tentacles. If it hits with
beak attack against the same target. its tentacles, the grick can make one beak attack
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 against the same target.
ft., one target. Hit: 9 (2d6 + 2) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., target. Hit: 11 (2d6 + 4) bludgeoning damage.
one target. Hit: 5 (1d6 + 2) piercing damage. Tentacles. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.

Medwin (Veteran)
Medium humanoid (human), neutral good Actions
Armor Class 17 (splint) Multiattack. Medwin makes two longsword
Hit Points 58 (9d8 + 18) attacks. If he has a shortsword drawn, he can also
Speed 30 ft. make a shortsword attack.
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +5 to hit, reach
10 (+0) 10 (+0) 12 (+1) 13 (+1) 11 (+0) 10 (+0) 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10+ 3) slashing damage if used with two
Skills Athletics +5, Perception +2 hands.
Senses passive Perception 12 Shortsword. Melee Weapon Attack: +5 to hit, reach
Languages Common 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Challenge 3 (700 XP) Heavy Crossbow. Ranged Weapon Attack: +3 to
hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1)
piercing damage.

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Minotaur Skeleton Priest
Large undead, lawful evil Medium humanoid (any race), any alignment
Armor Class 12 (natural armor) Armor Class 13 (chain shirt)
Hit Points 67 (9d10 + 18) Hit Points 27 (5d8 + 5)
Speed 40 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 16 (+3) 15 (+2) 15 (+2) 9 (-1) 16 (+3) 13 (+1)

Damage Vulnerabilities bludgeoning Skills Medicine +7, Persuasion +3, Religion +4
Damage Immunities poison Senses passive Perception 13
Condition Immunities exhaustion, poisoned Languages Common
Senses darkvision 60 ft., passive Perception 9 Challenge 2 (450 XP)
Languages - Divine Eminence. As a bonus action, the priest
can expend spell slots to cause its melee weapon
Challenge 2 (450 XP)
attacks to magically deal an extra 10 (3d6) radiant
Charge. If the skeleton moves at least 10 feet damage to a target on a hit. This benefit lasts until
straight toward a target and then hits it with a gore the end of the turn. If the priest expends a spell slot
attack on the same turn, the target takes an extra 9 of 2nd level or higher, the extra damage increases
(2d8) piercing damage. If the target is a creature, it by 1d6 for each level above 1st.
must succeed on a DC 14 Strength saving throw or
Spellcasting. The priest is a 5th-level spellcaster.
be pushed up to 10 feet away and knocked prone.
Its spellcasting ability is Wisdom (spell save DC
Actions 13, +5 to hit with spell attacks). The priest has the
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 following cleric spells prepared:
ft., one target. Hit: 17 (2d12 + 4) slashing damage. Cantrips (at will): light, sacred flame,
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., thaumaturgy
one target. Hit: 13 (2d8 + 4) piercing damage. 1st level (4 slots): cure wounds, guiding bolt,
sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.

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Spined Devil Specter (of the Guardian Flame)
Small fiend (devil), lawful evil Medium undead, chaotic evil
Armor Class 13 (natural armor) Armor Class 12
Hit Points 22 (5d6 + 5) Hit Points 22 (5d8)
Speed 20 ft., fly 40 ft. Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (-1) 1 (+-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances cold; bludgeoning, piercing, Damage Resistances acid, cold, fire, lightning,
and slashing from nonmagical attacks that aren’t thunder; bludgeoning, piercing, and slashing from
silvered. nonmagical attacks.
Damage Immunities fire, poison Damage Immunities necrotic, poison
Condition Immunities poisoned Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
Senses darkvision 120 ft., passive Perception 12
poisoned, prone, restrained
Languages Infernal, telepathy 120 ft.
Senses darkvision 60 ft., passive Perception 10
Challenge 2 (450 XP)
Languages understands all languages it knew in
Devil’s Sight. Magical darkness doesn’t impede the life but can’t speak
devil’s darkvision.
Challenge 1 (200 XP)
Flyby. The devil doesn’t provoke an opportunity
Incorporeal Movement. The ghost can move
attack when it flies out of an enemy’s reach.
through other creatures and objects as if they were
Limited Spines. The devil has twelve tail spines. difficult terrain. It takes 5 (1d10) force damage if it
Used spines regrow by the time the devil finishes a ends its turn inside an object.
long rest.
Sunlight Sensitivity. While in sunlight, the specter
Magic Resistance. The devil has advantage on has disadvantage on attack rolls, as well as on
saving throws against spells and other magical Wisdom (Perception) checks that rely on sight.
effects.
Actions
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft.,
Multiattack. The devil makes two attacks, one with one creature. Hit: 10 (3d6) necrotic damage. The
its bite and one with its fork, or two with its tail target must succeed on a DC 10 Constitution saving
spines. throw or its hit point maximum is reduced by an
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., amount equal to the damage taken. This reduction
one target. Hit: 5 (2d4) slashing damage. lasts until the creature finishes a long rest. The
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., target dies if this effect reduces its hit point
one target. Hit: 3 (1d6) piercing damage. maximum to 0.
Tail Spine. Ranged Weapon Attack: +4 to hit, range
20/80 ft., one target. Hit: 3 (1d6) piercing damage.

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APPENDIX
Werewolf Winter Wolf
Medium humanoid (human shapechanger), chaotic Large monstrosity, neutral evil
evil Armor Class 13 (natural armor)
Armor Class 11 in human form, 12 (natural Hit Points 75 (10d10 + 20)
armor) in wolf or hybrid form Speed 50 ft.
Hit Points 58 (9d8 + 18) STR DEX CON INT WIS CHA
Speed 30 ft. (40 ft. in wolf form) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Perception +5, Stealth +3
Damage Immunities cold
Skills Perception +4, Stealth +3 Senses passive Perception 15
Damage Immunities bludgeoning, piercing, and Languages Common, Giant, Winter Wolf
slashing damage from nonmagical weapons that
aren’t silvered Challenge 3 (700 XP)
Senses passive Perception 14 Keen Hearing and Smell. The wolf has advantage
on Wisdom (Perception) checks that rely on
Languages Common (cannot speak in wolf form) hearing or smell.
Challenge 3 (700 XP) Pack Tactics. The wolf has advantage on attack
Shapechanger. The werewolf can use its action to rolls against a creature if at least one of the wolf’s
polymorph into a wolf-humanoid hybrid or into a allies is within 5 feet of the creature and the ally
wolf, or back into its true form, which is humanoid. isn’t incapacitated.
Its statistics, other than it’s AC, are the same in Snow Camouflage. The wolf has advantage on
each form. Any equipment it is wearing or carrying Dexterity (Stealth) checks made to hide In snowy
isn’t transformed. It reverts to its true form if it terrain.
dies.
Keen Hearing and Smell. The werewolf has Actions
advantage on Wisdom (Perception) checks that Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
rely on hearing or smell. one target. Hit: 11 (2d6 + 4) piercing damage. If
the target is a creature, it must succeed on a DC 14
Actions Strength saving throw or be knocked prone.
Multiattack (Humanoid or Hybrid Form Only). The Cold Breath (Recharge 5-6). The wolf exhales
werewolf makes two attacks: one with its bite and a blast of freezing wind in a 15-foot cone. Each
one with its claws or spear. creature in that area must make a DC 12 Dexterity
Bite (Wolf or Hybrid Form Only). Melee Weapon saving throw, taking 18 (4d8) cold damage on a
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 failed save, or half as much damage on a successful
+ 2) piercing damage. If the target is a humanoid, it one.
must succeed on a DC 12 Constitution saving throw
or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2)
slashing damage.
Spear (Humanoid Form Only). Melee or Ranged
Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage,
or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack.

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APPENDIX
Appendix II: Maps

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APPENDIX
31 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
APPENDIX
32 H U L B 2 - 2 / W i n t e r ’ s F r i g i d Wr a t h :
APPENDIX

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