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925821-DDAL10-01 The Frozen North
925821-DDAL10-01 The Frozen North
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Adventure Primer Part 4: The Thing (60 mins). As they explore the ruins,
the heroes learn of the long-forgotten wizards who once
lived here. The lurking menace reveals itself as a snowy
owlbear, who slays the final survivor before vanishing
I dunno what the hell’s in there, but it’s weird and pissed off,
into the snow. A goliath hunter, Suuk One-Feather
whatever it is. Thuunlakalaga, offers shelter to the weary travelers. This
—Bill Lancaster, The Thing (1982) is Story Objective D.
This adventure is designed for three to seven 1st- or 2nd- Story Awards
level characters and is optimized for five characters with
At points in the adventure, this glyph along
an average party level (APL) of 1. Characters outside this
with an entry describes how the specified story
level range can’t participate in this adventure.
award is earned or impacted by the story. Ignore
This adventure takes place north of Luskan, somewhere
it if it refers to a story award none of the characters have.
along the “Ten Trail” caravan route through the Spine of
If it refers to a story award the characters just earned, it
the World toward Icewind Dale. See appendix E for a map
provides information for you and the players.
of the region.
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2 DDAL10-01 The Frozen North (v1.0)
1
The Survivors
Estimated Duration: 60 minutes Dimensions and Terrain. The pass winds through
rocky peaks, narrow paths, and wide saddles, but is made
The Spine of the World far more treacherous by the snow and ice driven by the
constantly howling winds. It’s quite possibly the deepest
Themes. Fear, isolation, shock. winter this part of the world has seen in living memory.
This episode introduces the sidekicks: the Expert, the Temperature. Snow gets into people’s clothes from being
Warrior, and the Spellcaster (see handout 1). tumbled by the avalanche and melts making them wet and
cold. The temperature is starting to drop.
Story Objective A Light. The nights in Icewind Dale are long (especially
Rescuing the other survivors and surviving the night is Story during the grip of the Everlasting Rime) and the utter
Objective A. 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
Character Introductions Unless otherwise noted in the adventure, daytime hours
Allow each character a minute or so to introduce their provide dim light outdoors, while nighttime hours are dark. The
character, describe their appearance and mannerisms, and permanent dusk of Auril’s curse makes the promise of sunlight
the reason why they’re with the caravan. Be sure to give seem a teasing possibility, but the sun never breaks the horizon.
everyone equal time in the spotlight and be prepared to Weather. A blizzard is coming. The sky turns steel gray
gently stop people if they run on. Character introductions and the wind picks up, blowing snow everywhere. The light
are crucially important for the players to understand who snow hangs in the air as a white mist, lightly obscuring the
the other characters are, to build a basis for roleplaying area beyond 15 feet, and heavily obscuring anything beyond
opportunities, and for you, the DM, to learn more about 30 feet. The mist leaves a thin coat of ice on surfaces it
the characters so you can create story elements that really comes into contact with.
speak to them.
Award inspiration (explaining what inspiration is and Obscurement
how it works) once everyone’s had a turn. Vision is important in adventuring—whether it’s needed to
see a hidden foe, to target a spell, or to find clues. Some
effects obscure a creature’s vision, complicating these tasks.
Inspiration
Lightly Obscured. These areas can be caused by fog, dim
Inspiration can be awarded by the DM for roleplaying, clever light, and moderate foliage. Creatures have disadvantage on
thinking, contributing to the fun, or for any other reason. If Wisdom (Perception) checks that rely on sight when trying to
a player has inspiration, they can state that they’re using it see something that’s lightly obscured.
before rolling an attack roll, a saving throw, or an ability check Heavily Obscured. These areas are caused by darkness,
to get advantage on that roll. Advantage means that you roll opaque fog, and dense foliage and block vision entirely. A
two d20s (or one d20 twice) and take the higher roll. creature is blinded when trying to see something in that area.
Players can earn inspiration once and can’t earn it again Blinded creatures automatically fail Wisdom (Perception)
until they’ve used it or given it away to another player who checks that rely on sight, have disadvantage on attack rolls,
doesn’t have inspiration. What does this mean? The more you and grant advantage to attackers that they can’t see.
award inspiration, the more players will try to earn it!
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DDAL10-01 The Frozen North (v1.0) 3
Just as the heroes take stock of the avalanche damage, the
weather starts to turn bad; a blizzard is clearly coming.
Remind the players that they have inspiration—they may
need it! Inspiration is used to gain advantage on a d20
roll—the most important die in the game.
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4 DDAL10-01 The Frozen North (v1.0)
B. Rescue Help
As an action, a creature can take the Help action to assist
The characters must rescue the surviving caravan
others with a task, provided that the check is something
members—and with the weather worsening by the moment,
the creature could attempt alone—such as searching for
they’ll need to split up to do so. something. However, a creature can only use the Help
Once each character has decided who they’re going to action with tasks that two or more people could perform
save, have everyone roll initiative. Track the following productively. Some tasks, such as threading a needle, aren’t
encounters in this order and monitor how many rounds easier with help.
pass. Emphasize that their situations are most dire; a Helping a creature gives them advantage on their next
survivor who isn’t saved within four rounds dies! Feel free ability check to perform that task. Alternatively, a creature can
to adjust this up or down for particularly small or large aid a friendly creature in attacking a creature within 5 feet of
groups as you see fit. them. They feint, distract the target, or in some other way
team up to make their ally’s attack more effective. If their ally
attacks the target before the helping creature’s next turn, the
Initiative first attack roll is made with advantage.
An initiative check is a Dexterity ability check. It isn’t a skill, NOTE: The Expert can Help others as a bonus action, so
so proficiency bonuses aren’t typically added. This check they should aid one of the characters in their efforts each
determines the order in which the actors in a given encounter round. Choose a character randomly or choose one played
take their turns. The creature with the highest initiative check by a young or new player, or someone with anxieties about
goes first at the beginning of a round, with others following roleplaying. Remember, everyone should be able to shine.
in descending order until the last creature takes their turn.
Once everyone’s taken their turn, the round ends and the next
round begins. If the characters aren’t interested in searching for the
flask, they can convince the Expert to give up the search
instead with a successful DC 11 group check. As before,
B1. The Expert the characters describe what they’re attempting, and you
decide what sort of check they must make. A character
The Expert is buried up to their waist in the snow and is who tries to convince the Expert of the immediate
unable to escape. Worse yet, their precious flask is gone! environmental dangers would make a Wisdom (Survival)
check. Convincing them with a lie about having already
The Expert found the flask would require a Charisma (Deception)
Chaotic good expert sidekick check. Barring that, asking nicely (or not-so-nicely) calls for
This clever soul is the firstborn of a highly regarded a Charisma (Intimidation or Persuasion) check.
smith. After their father died in a suspicious accident, and Development. The Expert is rescued once their flask is
suspecting a competitor was to blame, they self-exiled rather found or they’re convinced to stop searching for it.
than tend to the business themselves. The Expert is brash
and boisterous. B2. The Spellcaster
What They Want. Having left their ancestral home behind,
they seek to begin life anew in the frozen, unexplored reaches The Spellcaster was sound asleep when the rushing snow
of Icewind Dale. They’ve heard rumors of long-forgotten ruins overturned their wagon. They’re trapped beneath it and risk
with ancient treasures ripe for plunder. suffocating unless they’re saved!
Nagging Guilt. They seldom speak of their past, and they
shield themselves from the guilt of leaving their home with
The Spellcaster
jokes and self-deprecating anecdotes. But those who push
them on it find it’s a surefire way to anger them. Neutral spellcaster sidekick
Growing up on the streets of Waterdeep didn’t stop this ruffian
from teaching themselves how to read and obtaining work at
Candlekeep. In pursuit of becoming a full-fledged member of
Freeing the Expert requires a successful DC 9 Strength
the Avowed (the monks that maintain the great library), they’ve
(Athletics) check, but once freed, they immediately begin made the trek to Icewind Dale searching for ancient Netherese
searching for a flask—a gift from someone very dear to tomes and relics. The Spellcaster is gruff and terse.
them. In order to rescue the Expert, the characters must What They Want. Ambitious to a fault, they’re pursuing the
find it among the snow and wreckage. ruins of an ancient Netherese keep they found referenced in a
Finding the flask requires a successful DC 11 group number of long-forgotten tomes.
check—meaning that each character present makes the Something from Nothing. They’re no longer the street rat
check, but if half or more of them succeed, the entire group they once were, and by succeeding in their journey, they’ll
does. This time, the type of check (Wisdom, Dexterity, etc.) make a difference in the world. As a reminder, they carry the
is determined by the player. Have each player describe black robes of an Avowed acolyte folded neatly at the bottom
what their character is doing to search. A character digging of their pack, waiting patiently to be earned.
through the snow makes a Strength (Athletics) check, while
a character who clambers atop a nearby vantage point,
such as a ruined wagon, makes a Wisdom (Perception) The Spellcaster is trapped beneath the wagon debris and
check. A character might even try to deduce where the flask snow and has one round left until they start suffocating.
would’ve fallen—given the wind speed and the sidekick’s Once this happens, they hold out for one additional round
fall trajectory—making an Intelligence (Investigation) before dropping to 0 hit points, at which point they begin
check. Reward the players’ creativity here. dying (see below). Hearing the characters nearby, the
Spellcaster calls out in fear and desperation.
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DDAL10-01 The Frozen North (v1.0) 5
Dropping to 0 Hit Points Suffocating
Upon being reduced to 0 hit points, a creature falls A creature can hold its breath for a number of minutes equal
unconscious and is dying. At the beginning of each of their to 1 + its Constitution modifier (minimum of 30 seconds).
turns, a dying character makes a special saving throw—a Once its breath runs out, it can survive for a number of
death saving throw. A death saving throw is like any other rounds equal to its Constitution modifier (minimum of 1
saving throw except it isn’t tied to an ability score and round). At the start of its next turn, it drops to 0 hit points
creatures aren’t usually proficient in them. If the creature rolls and is dying, and it can’t regain hit points or be stabilized
a 10 or higher, they succeed; otherwise, they fail. until it can breathe again.
If the creature succeeds on three saving throws, they
stabilize and even though they remain at 0 hit points, they’re
no longer at risk of dying; they don’t continue to make saving Development
throws. If they fail three times, they die. If a creature rolls a The Spellcaster is rescued once they’re freed from the
natural 20 on their death saving throw, they regain 1 hit point wagon wreckage.
and can act on their turn. A natural 1 counts as two failures.
A creature also suffers a failed death saving throw if they
take damage while dying unless it’s from a critical hit—which
B3. The Warrior
counts as two! The Warrior was off duty when the avalanche struck. They
Dying creatures can also be stabilized if another creature managed to get to safety and sensing impending combat,
uses an action to administer first aid and makes a successful began to don their armor. However, they’ve been set upon
DC 10 Wisdom (Medicine) check, or automatically if they use by two wolves before they’ve had the chance to finish!
a healer’s kit.
The Warrior
The characters have little time to rescue the Spellcaster. Lawful neutral warrior sidekick
Doing so requires hoisting the wagon off them with a Once a temple guard, this brave veteran later fell into service
successful DC 11 group Strength (Athletics) check. Due with the Flaming Fist. They took a leave of absence when their
to the abundance of piled snow, however, these checks sibling made the voyage into Icewind Dale and never returned
after two years. The Warrior is manipulative and calculating.
are made with disadvantage. If all the characters spend a
What They Want. They’ve made the voyage to Icewind Dale
round clearing the snow away, the group check is made
in search of their sibling. They don’t know where to begin
normally. their search, but figure Ten-Towns is a good place to start.
Single-Minded Determination. They’re confident their
sibling is still alive and will do whatever it takes to prove it,
including throwing others into harm’s way.
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6 DDAL10-01 The Frozen North (v1.0)
Deciding the Warrior is easy prey, the wolves begin circling
them. The Warrior has donned their shield and spent the Setting Up Camp
last seven rounds frantically donning their armor; their AC Night falls as the heroes find each other and the other three
is currently 13. The Warrior finishes donning their armor survivors and begin to search the wreckage. It’s completely
after they use three actions to do so, raising their AC to dark and while the characters may be up to it, the survivors
16. The characters must defend the Warrior until they’re are just too exhausted to continue. They suggest searching
finished. The Warrior aids the characters if things look the area for supplies and making camp with what they find;
dire. they can decide on what to do next in the morning.
Damage
When a creature takes damage, its hit points are reduced by a
like amount. When a creature’s hit points are reduced to 0, it
dies or is dying.
Damage is usually determined by a die roll and a damage
type. DMs are usually also provided with an average number.
Here, the wolf deals 7 (2d4 + 2) piercing damage on a hit.
Using the average is convenient and fast, but you can choose
to roll the damage instead. It’s recommended you ask your
players which method they’d prefer, and stick with the choice
you make.
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DDAL10-01 The Frozen North (v1.0) 7
The night is long and cold. In the morning, each
character must make a DC 11 Constitution saving throw.
If you feel a particular character was descriptive and
adequately roleplayed their preparations, consider allowing
them to make the save with advantage. Characters who fail
the save gain the Frostbitten story award.
By morning, the storm has abated, but the characters
aren’t out of trouble yet; they awake to find the tracks of
a rather large creature circling their camp (see handout
3). Characters who make a successful DC 11 Intelligence
(Nature) check identify the tracks as those of an owlbear—a
big one.
Story Award: Frostbitten
Characters who fail the saving throw gain this
story award. They gain a level of exhaustion that
can’t be removed until they complete a long rest
with food and drink in a warm and dry location.
Exhaustion
Some special hazards, such as the long-term effects of
freezing temperatures, can lead to a special condition called
exhaustion. Exhaustion is measured in levels. An effect can
give a creature one or more levels of exhaustion.
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8 DDAL10-01 The Frozen North (v1.0)
2
The Blizzard
Estimated Duration: 60 minutes
Lighting in Icewind Dale
The Blizzard Unless otherwise noted in the adventure, daytime hours
provide dim light outdoors, while nighttime hours are dark.
Themes. Fear, isolation, helplessness. The permanent dusk of Auril’s curse makes the promise of
This part of the adventure continues to pit the characters sunlight seem a teasing possibility, but the sun never breaks
against the environment and strains their relationship with the horizon.
the sidekicks. It ends with the discovery that one of them
has been slain by the unseen creature stalking the group.
Weather. An unnaturally strong blizzard. Snow pours
from the sky, angry thunder rumbles overhead, and violent
Story Objective B lightning sears the landscape. A creature that makes a
Finding shelter from the storm in the caves is Story successful DC 10 Wisdom (Survival) suspects the blizzard
Objective B. will arrive within a few hours and is likely to last several
days. There’s no doubt that if the group doesn’t find shelter
soon, they’ll freeze to death. The whiteout conditions and
If playing this adventure across multiple sessions, strong winds lightly obscure anything beyond 15 feet and
consider having players reintroduce their characters. heavily obscure anything beyond 30 feet.
Sounds. Wisdom (Perception) checks that rely on
Character Introductions hearing are made with disadvantage due to the incessant
Allow each player a minute or so to introduce their character, thunder and wind.
describe their appearance and mannerisms, and the reason
why they’re with the caravan. Be sure to give everyone equal
Story Award: Frostbitten
time in the spotlight and be prepared to gently stop people if Characters with this story award begin this part
they run on. Character introductions are crucially important with one or more levels of exhaustion that can’t be
for the players to understand who the other characters are, to removed until they complete a long rest in a warm
build a basis for roleplaying opportunities, and for you, the and dry location. Remind the players that the
DM, to learn more about the characters so you can create Expert is keen to use the Help action to offset disadvantage.
story elements that really speak to the characters.
Award inspiration (explaining what inspiration is and Story Award: Rescuers
how it works) to players who entertain the table with their If any of the characters have this story award,
introductions! the group begins this part with each sidekick
the characters annotated in their story award.
The players decide who’ll control each sidekick
(choosing randomly if they can’t agree).
Area Information
The area has the following features:
Dimensions and Terrain. The pass winds through
A. Where Do We Go
rocky peaks, narrow paths, and wide saddles, but is made
far more treacherous by the snow and ice driven by the
From Here?
constantly howling winds. It’s quite possibly the deepest The area destroyed by the avalanche is nearly a quarter
winter this part of the world has seen in living memory. mile across; it extends down one mountain, across the
Temperature. The temperature is still dropping, and the valley floor, and a quarter of the way up the mountain on
wind causes exposed skin to ice over. It’s uncomfortably, the opposite side of the valley. The remains of the caravan
dangerously cold. If someone stops moving, they feel sharp are scattered over a large area.
pain from freezing extremities and know death is coming if
they stay still for long. Thunder rattles overhead as snow, sky, and land blend
Light. The nights in Icewind Dale are long (especially
in whiteout conditions. Lightning in the clouds overhead
during the grip of the Everlasting Rime) and the utter
darkness is broken only by a few hours of dim twilight— cause irregular bursts of light that make seeing harder
usually between late morning and early evening—and the still. In the distance, you can make out the dark shape of a
auroras that streak across the sky. mountain peak looming overhead. Perhaps you’ll be able
to find shelter there.
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DDAL10-01 The Frozen North (v1.0) 9
Spend a few moments with each player in turn, asking
what their character wants to do as they prepare to strike Restrained
out for the mountain. Once they’re all ready, they depart. While restrained:
The journey toward the mountain is arduous. It’s also • A restrained creature’s speed becomes 0, and it can’t
rife with dangerous weather and terrain. After an hour, benefit from any bonus to its speed.
the party come across such a hazard. Roll a d4 to see • Attack rolls against the creature have advantage, and the
creature’s attack rolls have disadvantage.
what they encounter (or choose one yourself); once the
• The creature has disadvantage on Dexterity saving throws.
characters successfully traverse the hazard, proceed to B.
Snow Birds.
A creature that starts its turn restrained by quicksnow
d4 Event takes 2 (1d4) cold damage. A creature can pull another
1 Quicksnow creature out of the quicksnow as an action with a
successful Strength check. The DC equals 5 plus the
2 Crevasse
number of feet the target has sunk into the quicksnow.
3 Blood Sleet
4 Razor Snow A2. Crevasse
A crevasse is a long deep crack in the snowpack hidden
by a thin crust of ice and snow. A creature that makes a
A1. Quicksnow successful DC 11 Wisdom (Survival) check identifies the
Quicksnow occurs in areas of light, powdery snow atop crevasse. Once detected, it’s easily avoided. Otherwise, a
heavy, slushy snow. A quicksnow field covers the ground in creature that steps here breaks through the ice and must
an area roughly 10 feet square and 10 feet deep. A creature make a successful DC 11 Dexterity saving throw or fall
that makes a successful DC 11 Wisdom (Survival) check into the 10-foot-deep crevasse, taking 3 (1d6) bludgeoning
identifies the quicksnow. Once detected, it’s easily avoided. damage. Climbing out of the crevasse requires a successful
When a creature enters the area, it sinks 1d4 + 1 feet into DC 10 Strength (Athletics) roll. A character who fails this
the quicksnow and is restrained. At the start of each of the check falls back down, taking another 3 (1d6) bludgeoning
creature’s turns, it sinks another 1d4 feet. As long as the damage, and must attempt their escape anew.
creature isn’t completely submerged in quicksnow, it can
escape by using its action and succeeding on a Strength A3. Blood Sleet
(Athletics) check. The DC is 10 plus the number of feet the
The whirling snow becomes stinging pellets of coppery,
creature has sunk into the quicksnow.
dark-red sleet. The sleet blows into eyes, noses, and
mouths and threatens to freeze solid everything in its path.
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10 DDAL10-01 The Frozen North (v1.0)
Any creature that starts its turn in blood sleet must make Once the owls are defeated, the characters happen upon
a successful DC 12 Constitution saving throw or take 3 the frozen remains of another caravan member—and
(1d6) cold damage and find themselves coated in a rime perhaps other victims of the owls. By the look of it, she
of blood-red ice. A creature that starts its turn encrusted froze solid while preparing to drink a potion—evident from
in ice takes 3 (1d6) cold damage. Clearing the rime from a the vial clutched in her hand. She’s also wearing a platinum
creature requires an action. ring set with a large sapphire that looks valuable.
The sleet lasts for 3 rounds before dissipating. Treasure. A potion of healing and a platinum ring set
with a large sapphire, if the characters prize them from the
A4. Razor Snow frozen woman’s hand.
The wind abates, something that’d normally be a good
thing. Moments later, sparkling snowflakes the size of Shelter At Last!
dinner plates lazily drift down from the storm above. While The tattered heroes make it to the mountains on the far
beautiful, they’re razor sharp—something that becomes side of the valley and must search for shelter. A successful
immediately apparent as the wind picks back up and sends DC 12 group Wisdom (Survival) check allows them to find
the snowflakes whizzing around the area cutting limbs off a suitable cave quickly. Remember to award inspiration
the evergreen trees. often for roleplaying and clever thinking! If the characters
On initiative count 20 (losing ties), the snowflakes whiz fail, the search takes a few hours in the numbing cold. Each
toward a random creature in the area and attack it: +3 to character gains the Frostbitten story award.
hit, dealing 2 (1d4) slashing damage on a hit. Upon entering the cave, the characters find it spacious
The snow lasts for 3 rounds before dissipating. and warm, even the wind seems unable to ruin it. At the
back of the cave, a tiny stream flows from a crack in the
B. Snow Birds wall and collects into a pool, which is safe to drink.
After another hour of travel, the blizzard calms slightly; the In either case, the characters are free to take a long rest
swirling snow around the characters moves in odd patterns if they choose, the cave is safe (and warm if they start a fire
before opening into lambent, yellow-orange eyes burning using some of the goods they scavenged from the caravan).
with malice.
Story Award: Frostbitten
Creature Information If the characters fail the group Wisdom (Survival)
Feral-Tongue has used dark magic to conjure four snowy check to find the cave, each character gains a
giant owls made of frost, ice, and hate. level of exhaustion. Respite is to be found in the
cave, however. The characters can take a long rest in the
cave, reducing their exhaustion level by 1 upon completing
Adjusting This Encounter it. If a character’s exhaustion level is reduced to 0, instruct
Here are some suggestions for adjusting this encounter, the player to remove this story award from their character.
according to your group. These aren’t cumulative:
• Weak: Remove one giant owl. Story Award: Rescuers
• Strong: Add three giant owls.
• Very Strong: The giant owls use the giant wasp stat block. If the Warrior sidekick is present, one of the other
sidekicks (or the characters, if no other sidekicks
are present) notices that the Warrior is missing
A successful DC 10 Wisdom (Survival) or Intelligence as the group enters the cave mouth. On cue, a scream is
(Arcana or Nature) check reveals that these aren’t natural heard above the wind. If the characters investigate, read (or
creations, but rather elementals conjured from the evil paraphrase):
magic suffusing the area. They hate all life.
These elemental manifestations mimic real owls and fear
Retracing your steps, you find what’s left of the Warrior.
only one thing: bigger owls—something a successful DC
10 Wisdom (Survival) or Intelligence (Arcana or Nature) For lack of a better description, they’ve been torn limb
check reveals. Clever and resourceful characters may look from limb and their component parts arranged in an
to exploit these fears. If they do so, any somewhat realistic unusual geometric pattern in the snow.
image or sound—such as from the minor illusion cantrip The only indications of what happened are the tracks of a
or mimicking a “hoot” with a successful DC 10 Charisma
large creature, a bear perhaps, quickly being erased by the
(Nature) check—may frighten the creatures for a few
rounds or even drive them away; giving the heroes time to wind-driven snow.
escape if they choose.
A character who makes a successful DC 15 Wisdom
Frightened (Survival) check identifies the tracks as those of an
A frightened creature: owlbear—a big one. The tracks lead into the snowy wastes
• Has disadvantage on ability checks and attack rolls while and disappear after 50 feet.
the source of its fear is within line of sight. Instruct each player to remove the Warrior from their
character’s story awards.
JEDD CHEVRIER
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DDAL10-01 The Frozen North (v1.0) 11
3
The Cave
Estimated Duration: 60 minutes Story Award: Rescuers
The Door in the Cave If any of the characters have this story award,
the group begins this part with each sidekick
Themes. Ancient, unknowable ruins, fear, paranoia. the characters annotated in their story award.
In this episode, the characters finally find shelter from the The players decide who’ll control each sidekick (choosing
Spine of the World’s brutal wind and cold in the form of a randomly if they can’t agree).
shallow cave that’s also an entrance to a Netherese ruin. The Warrior. If any of the characters have the Warrior
listed in their story awards, they awake to find one of the
other sidekicks obviously distraught and pointing outside
Story Objective C
the cave. If the characters investigate, read or paraphrase:
Discovering how to open the door is Story Objective C.
Just outside the cave’s mouth, you find what’s left of the
If playing this adventure across multiple sessions, Warrior. For lack of a better description, they’ve been torn
consider having players reintroduce their characters. limb from limb and their component parts arranged in an
unusual geometric pattern in the snow.
Character Introductions The only indications of what happened are the tracks of a
Allow each character a minute or so to introduce their
large creature, a bear perhaps, quickly being erased by the
character, describe their appearance and mannerisms, and
the reason why they’re with the caravan. Be sure to give wind-driven snow.
everyone equal time in the spotlight and be prepared to
gently stop people if they run on. Character introductions
are crucially important for the players to understand who If no other sidekicks are present, the characters find bloody
the other characters are, to build a basis for roleplaying drag marks leading outside the cave to the grim discovery.
opportunities, and for you, the DM, to learn more about the The tracks lead into the snowy wastes and disappear
characters so you can create story elements that really speak after 50 feet. A character who makes a successful DC 15
to the characters. Wisdom (Survival) check identifies the tracks as owlbear
Award inspiration (explaining what inspiration is and tracks—a big one.
how it works) to players who entertain the table with their Instruct each player to remove the Warrior from their
introductions!
character’s story awards.
Not for resale. Permission granted to print or photocopy this document for personal use only.
12 DDAL10-01 The Frozen North (v1.0)
Door. The door is made of white marble with streaks of The Carvings
gray and blue. It bears writing in Draconic letters, as well
as diagrams, and small holes, described in handout 4. Any character who inspects the bas-relief carvings can
Camp. Beside the door, the characters find the remnants make an Intelligence (Arcana or History) check, learning
of an incredibly old camp. The camp has a firepit along one or more pieces of information based on the result of
with a bundle of old, but dry, firewood, various camping their check. These results are cumulative; if a character
supplies, and a backpack covered by a paper-thin layer gets 14 on their roll, for example, they learn all the
of limestone—deposited by years of water dripping from information for the lower DCs as well.
above. The backpack contains a tattered journal and a DC 10: These old gods are no longer worshipped. For
leather pouch containing pebbles painted in various colors instance, the goddess of magic referenced is Mystryl, not
of sparkly paint (see handout 5). A character who makes Mystra.
a successful DC 11 Intelligence (Investigation or Nature) DC 12: The floating cities were unique to the Netheril
check wagers the camp has been abandoned for at least a empire. And it’s been gone a thousand years now.
century, maybe two. DC 14: The pictograms identify this particular ruin as a
Ice. The ice makes it impossible to discern the door’s school or research group that studied necromancy.
engravings. The door can be cleared of ice by spending a DC 16: These ruins date from the Second Age of Netheril,
couple hours chipping it away. Alternatively, the characters the Nether Age, when the Nether Scrolls that allowed
can build a fire to warm the chamber and melt the ice in an the empire’s magical might to flourish were found. That
hour. The writing is legible once cleared of ice. was about 4,000 to 5,000 years before the present age.
Writing. The writing uses Draconic letters but is in a
language the characters are unlikely to understand without Treasure
magical assistance: Netherese. If the characters can’t
In addition to the journal and the pebbles, the backpack
translate it, perhaps their sidekicks can. Once translated,
also contains a potion of comprehension, a slender silver
the passage reads:
needle (an illuminator’s tattoo), and a silver trade ingot.
“Protection of the Leadership leads to Mastery but
Reserve your Intellect for Self-Preservation. Your Fortitude
is due to your Regeneration and Absorption of Sustenance. B. The Missing Stones
Awareness of Insight leads to Supreme Intellect.” The heroes must search the caves for the last four stones.
The heroes can also search for the stones before they solve
Story Award: Rescuers the puzzle if they choose—encountering the creatures
The sidekicks can help the characters— below along the way.
depending on if they ask for help or appear to
need it. Let the characters be the focus of the
story; their sidekicks shouldn’t constantly chime in!
The Spellcaster. If present, they’re able to translate
the Netherese to Common, if needed. They’re also quite
helpful in interpreting the images in the carvings. They aid
a character who consults with them, granting advantage on
the check made to discern what the carvings depict.
The Expert. If the characters lack the ability to translate
the writing and if the Spellcaster isn’t present to do so,
the Expert (if present) grudgingly assists and draws out a
vial full of a clear liquid with soot swirling in it—a potion
of comprehension (see handout 7)—and hands it to the
nearest character with annoyance.
The Puzzle
There’s an inscription on the door in Netherese (see
handout 4). There are depictions of stones around the
outside of the door, and a chute under the text in the middle
of the door. Dropping the pebbles into the central chute in
the order hinted at in the text opens the door.
However, there are two pebbles still unidentified by the
missing archaeologist, and four stones total are missing.
The heroes must solve the puzzle to figure out what they
look like and then explore the caves to find the missing
pebbles (see B. The Missing Stones).
A character who makes a successful DC 12 Intelligence
(Arcana) check recognizes the diagrams on the door
as Ioun stones; magic stones named after their creator,
OLLY LAWSON
Treasure
The gazers generally hold the stones of Self-Preservation The Expert stands in the blowing snow just outside the
and Intellect in their mouths when they aren’t squabbling cave, hands on their knees and panting breathlessly.
over them. “Did you see . . .” The words barely escape their lips
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14 DDAL10-01 The Frozen North (v1.0)
4
The Thing
Estimated Duration: 60 minutes The players decide who’ll control each sidekick (choosing
randomly if they can’t agree).
The Colloquium Of The Warrior and the Expert. If any of the characters
still have the Expert or the Warrior listed in their story
Immortality awards, they awake to find them missing. If the characters
investigate, they find bloody drag marks leading to the
Themes. Fear of the unknown, death, discovery.
cave’s mouth. There, they find the sidekicks’ mutilated
In this episode, the characters enter the winding halls
remains arranged in a macabre pattern, surrounded by
of the Netherese ruins. As the characters explore, the
the tracks of a large creature, a bear perhaps. The tracks
awakened owlbear hunting the group finally reveals herself.
lead into the snowy wastes and disappear after 50 feet.
A character who makes a successful DC 15 Wisdom
Story Objective D (Survival) check identifies the tracks as owlbear tracks—a
Discovering the secrets of the Colloquium of Immortality and big one.
surviving Frostclaw’s attack is Story Objective D. Instruct each player to remove the Warrior and the
Expert from their character’s story awards.
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DDAL10-01 The Frozen North (v1.0) 15
B. Chamber of Slumbering
Crystal
The chamber (see appendix D for the map) has the
following features:
Dimensions and Terrain. While numerous collapsed
chambers are spread throughout the ancient complex, the
only open ones lead to a large, 75-foot-wide rectangular
room. The floor in the center of the chamber is broken
open and chunks of ice lay strewn about. Pictograms
depicting a staff made of stone or ice—perhaps chardalyn—
line the walls.
Temperature. This chamber is frigid compared to
the rest of the colloquium; it seems even colder than
the blizzard outside. The partially collapsed rear of the
chamber leads to an icy tunnel that slopes upward—
perhaps toward the surface. The ice is free of dust and
seems new.
Floor. Chunks of ice lay strewn about the floor,
concentrated around a depression 10 feet wide and 10 feet
deep that’s been rent in the center of the chamber; it’s plain
to see something broke free from its icy prison.
Pictograms. Complex pictograms line the walls and
text is carved under them in several different languages
including Common, Draconic, Dwarvish, and Elvish. Their
contents are detailed for the players in handout 6.
The Thing
Passive Checks
Having had a chance to inspect the pictograms, the
A passive check is a special kind of ability check that doesn’t
creature that’s been hunting the group bursts into the
involve any die rolls. A passive check is usually used when
the DM wants to secretly determine whether the characters
chamber from the icy tunnel, collapsing the hallway
succeed at something without rolling dice, such as noticing a characters used to reach the chamber.
hidden monster.
A creature’s passive score is 10 plus all modifiers to a given
The chamber shudders as an immense creature crashes
skill check (ability score modifier plus their proficiency modifier,
if proficient). If the creature has advantage on the check, add 5 into the room—filling it with a shower of snow and ice!
to their passive score. If they have disadvantage, subtract 5.
If the creature’s passive score equals or exceeds the DC of
the check, the creature succeeds.
Story Award: Rescuers
If the Spellcaster sidekick is present, they’re
Crawling Claws. While it’s easy to see something is crushed by falling rubble as Frostclaw arrives.
moving at the bottom of the 30-foot-deep pit, the light fog Read (or paraphrase):
makes it difficult to discern exactly what it is. A creature
that makes a successful DC 13 Wisdom (Perception)
check realizes the pit is filled with moving, severed hands— A huge chunk of ice detaches from the ceiling with
innumerable crawling claws. The claws consist only of an earsplitting crack and crashes to the ground with
right hands—those cut off by their owners in pursuit of the immeasurable force.
colloquium’s necromantic mysteries. The claws become The only thing where the Spellcaster once stood is
agitated in response to light and sound—scrabbling at the
a pile of shattered ice and a slowly growing pool of
walls and filling the chamber with an absolutely horrifying
scratching, skittering noise. dark-red blood.
The Pit. Falling into the pit comes with good news and
bad news. The good news is that their fall is cushioned and
they take no damage. The bad news is that their fall was Instruct each player to remove the Spellcaster from their
cushioned by a mass of undead severed hands, which are character’s story awards.
very excited to meet them.
A creature that starts their turn in the pit finds the little
Creature Information
creatures crawling all over the bodies and takes 7 (2d6) Frostclaw, Feral-Tongue’s closest ally, has finally revealed
ROBSON MICHEL
bludgeoning damage. Climbing out the pit requires a herself to the characters!
successful DC 10 Strength (Athletics) check, though it’s
made with disadvantage due to the sheer abundance of
clinging and grasping hands.
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16 DDAL10-01 The Frozen North (v1.0)
Intelligence of 10 and is proficient in Giant. In addition to
As the snow and powdered ice settles, a snowy owlbear this, she has the Legendary Resistance trait and Legendary
with shards of blood frozen into its fur and feathers comes Actions listed below:
into view. She stands the better part of fourteen feet tall
Legendary Resistance (3/Day). If Frostclaw fails a saving throw,
and her black beak and claws are viciously sharp. she can choose to succeed instead.
Callous intent burning in her crystalline blue eyes, she
Legendary Actions. Frostclaw can take 3 legendary actions,
stares intently at you, lets loose an ear-piercing shriek, choosing from the options below. Only one legendary action
and charges! option can be used at a time and only at the end of another
creature’s turn. Frostclaw regains spent legendary actions at the
start of her turn.
Move. Frostclaw moves up to her speed.
Frostclaw Shove. Frostclaw attempts to shove a creature. (See the “Making
Chaotic evil awakened owlbear
an Attack” section of chapter 9 in the Player’s Handbook for
Frostclaw was the first creature Feral-Tongue awakened more details.)
following his discovery of the corrupted chardalyn staff. Fearsome Roar (Costs 2 Actions). Frostclaw roars loudly. Any
Frostclaw is a murderous creature whose lust for blood is made creature within 30 feet that can see and hear Frostclaw must
all the more terrifying by her intellect. She resembles other succeed on a DC 13 Wisdom saving throw or be frightened of
snowy owlbears, but her beak and claws have been transformed Frostclaw until the end of their next turn.
into corrupted chardalyn—a manifestation of the evil magic in Icy Breath (Costs 3 Actions). Frostclaw exhales a breath of frigid
Feral-Tongue’s staff. Crystals of frozen blood cling to her fur and air in a 15-foot cone. Each creature in the area must succeed on
feathers—tinkling and chiming eerily as she moves. a DC 13 Constitution saving throw or take 4 (1d8) cold damage
What They Want. Frostclaw lives to drive terror into the and be restrained by freezing ice (escape DC 13). A creature that
hearts of her prey; their screams are almost as sweet to her as succeeds on its saving throw takes only half damage and isn’t
their meat. restrained.
Thrill of the Hunt. Her skill at hunting is matched by her
thirst for instilling terror in her victims.
Adjusting This Encounter
Here are some suggestions for adjusting this encounter,
Frostclaw is as smart as an average hero and was charged
according to your group. These aren’t cumulative:
by Feral-Tongue with securing the pass from the start of
• Weak: Use the black bear stat block modified as above.
part 1—the heroes are the only remaining detail to take care
APRIL PRIME
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DDAL10-01 The Frozen North (v1.0) 17
Playing the Pillars
Suggestions for this encounter:
Wrap Up: Back to the
Combat. Frostclaw fights dirty. She’s happy to suffer an
opportunity attack if it means going after lightly armored
Surface
The characters can take a long or short rest if they wish;
prey. If a character is close to the depression in the
there’s nothing in the colloquium that can harm them now
center of the chamber, Frostclaw might gleefully trade
Frostclaw has fled. When they’re ready, the characters can
one of her claw attacks to Shove them into the hole so
use the newly revealed archaeologists’ tunnel to return to
she can focus on dismantling the heroes one at a time.
the surface.
Exploration. While rough and uneven, the depression’s
The tunnel exits on the opposite side of the mountain.
walls are slick. Climbing them requires a successful DC
Below, the characters can see the expanse of Icewind Dale.
12 Strength (Athletics) check. A creature climbing a rope
The wind has calmed, but it’s still snowing.
held by another character or secured by a grappling hook
makes this check with advantage. A Feather on the Wind
Social. Frostclaw is beyond redemption and reason. She’s
toyed with the characters just long enough to make their A hulking shape emerges from the snow and resolves
flesh succulent and satisfying. While she still becomes into a goliath in heavy furs with an immense bow in their
friendly if successfully charmed, she can’t be compelled hand: Suuk One-Feather Thuunlakalaga. The goliath heard
to abandon Feral-Tongue without more powerful and felt the collapses and was investigating it when they
magic. She still flees if defeated, regardless of magical found the characters. They offer the party salted meat,
influences. water, and shelter in nearby Wyrmdoom Crag. The goliath
is curious and asks the heroes questions as they travel. If
Die Another Day they mention the owlbear, Suuk acknowledges seeing the
great beast and is awestruck by the characters’ description;
When Frostclaw is reduced to 0 hit points (or when you feel
Old Goat, the Thuunlakalaga chieftain, will no doubt be
the characters are in real peril of dying to her), she doesn’t
interested in hearing their story.
die; instead she flees through the icy cave, which crumbles
behind her. This is unavoidable; she shrugs off any effects
that’d prevent her escape. Read or paraphrase: Suuk One-Feather Thuunlakalaga
Neutral goliath hunter
One of the more gifted hunters among the Thuunlakalaga
The owlbear roars in frustration and outrage. Rearing on goliaths of Wyrmdoom Crag, Suuk keeps mostly to
her hind legs, she turns to flee the chamber, shrugging off themself—often ranging the wilds of Icewind Dale for
your attacks as she barrels away. months at a time. Old Goat recognizes their wisdom and
skill; the chieftain one day hopes the hunter will succeed her
She slips on the blood-slick floor by the Spellcaster’s as the tribe’s chieftain—something she’s requested of them
body and slams into the wall by the tunnel, causing on more than one occasion. However, deep down, Old Goat
another collapse that both seals the tunnel behind her knows Suuk has no interest in doing so.
What They Want. Suuk is content to provide for their tribe,
and reveals an intact, older passage toward the surface,
and thankful that Old Goat allows them to do so in the
exposing the bodies of a group of archaeologists—all manner they choose. Each journey is further, each peak taller,
frozen solid. and each beast larger and fiercer than the one before it. Their
accomplishments are their own, however; their kin seldom
witness them.
Frostclaw’s escape tunnel collapses in her wake; any Unwanted Pressures. Suuk knows full well what Old Goat’s
creature that starts their turn within it takes 5 (1d10) plans are—to have them replace her as chieftain and spend
bludgeoning damage from falling stones and ice and must the rest of their days providing counsel and making decisions
that’d impact the entirety of their tribe. But they’ve given their
make a successful DC 13 Dexterity saving throw or be
answer a dozen times already: no.
knocked prone and be restrained (escape DC 13).
The remains belong to an expedition that’d almost
reached the Chamber of Slumbering Crystal. A character
who inspects the bodies and makes a successful DC 11
Story Award: Frostbitten
Intelligence (Investigation) or Wisdom (Medicine) check Each character removes this story award.
discerns that they tore each other apart in a frenzy before
becoming frozen for all eternity.
Treasure Story Award: Rescuers
A pair of goggles of night with black crystal lenses with Each character removes this story award.
brass and black leather frames hangs around one corpse’s
neck.
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18 DDAL10-01 The Frozen North (v1.0)
Rewards
At the end of the session, everyone receives rewards based
upon their accomplishments.
Character Rewards
The characters earn the following rewards:
Advancement
A character that successfully completes this adventure
gains one level.
D&D Celebration. If you played this adventure during
the D&D Celebration event in September of 2020, your
character gained a level upon completing each part of this
adventure. This was a special exception to the normal rules.
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:
Magic Items
If found during the adventure, the characters can keep the
following magic items, described in handout 7:
• Illuminator’s tattoo
• Potion of growth
• Potion of healing
• Potion of comprehension
• Goggles of night
Story Awards
The characters may earn one or more of the following story
awards, described in handout 7:
Rescuers. You’ve rescued other members of the caravan,
only to have them slain by an awakened snowy owlbear.
Frostbitten. Remove this story award upon successfully
completing this story award.
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20 DDAL10-01 The Frozen North (v1.0)
Creature Statistics Gazer
Tiny aberration, neutral evil
The following creatures appear in this adventure:
Armor Class 13
Black Bear Hit Points 13 (3d4 + 6)
Medium beast, unaligned Speed 0 ft., fly 30 ft. (hover)
Armor Class 11 (natural armor) STR DEX CON INT WIS CHA
Hit Points 19 (3d8 + 6) 3 (−4) 17 (+3) 14 (+2) 3 (−4) 10 (+0) 7 (−2)
Speed 40 ft., climb 30 ft.
Saving Throws Wis +2
STR DEX CON INT WIS CHA Skills Perception +4, Stealth +5
15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Skills Perception +3 Languages —
Senses passive Perception 13 Challenge 1/2 (100 XP)
Languages —
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the gazer can move up to its speed
toward a hostile creature that it can see.
Keen Smell. The bear has advantage on Wisdom (Perception)
Mimicry. The gazer can mimic simple sounds of speech it
checks that rely on smell.
has heard, in any language. A creature that hears the sounds
Actions can tell they are imitations with a successful DC 10 Wisdom
(Insight) check.
Multiattack. The bear makes two attacks: one with its bite and
one with its claws. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
(1d6 + 2) piercing damage. piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Eye Rays. The gazer shoots two of the following magical eye rays
7 (2d4 + 2) slashing damage. at random (reroll duplicates), choosing one or two targets it can
see within 60 feet of it:
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DDAL10-01 The Frozen North (v1.0) 21
Giant Owl Mastiff
Large beast, neutral Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
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22 DDAL10-01 The Frozen North (v1.0)
Piercer Wolf
Medium monstrosity, unaligned Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 16 (+3) 1 (−5) 7 (−2) 3 (−4) 12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
False Appearance. While the piercer remains motionless on the Keen Hearing and Smell. The wolf has advantage on Wisdom
ceiling, it is indistinguishable from a normal stalactite. (Perception) checks that rely on hearing or smell.
Spider Climb. The piercer can climb difficult surfaces, Pack Tactics. The wolf has advantage on attack rolls against a
including upside down on ceilings, without needing to make an creature if at least one of the wolf’s allies is within 5 feet of the
ability check. creature and the ally isn’t incapacitated.
Actions Actions
Drop. Melee Weapon Attack: +3 to hit, one creature directly Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet 7 (2d4 + 2) piercing damage. If the target is a creature, it must
fallen, up to 21 (6d6). Miss: The piercer takes half the normal succeed on a DC 11 Strength saving throw or be knocked prone.
falling damage for the distance fallen.
Polar Bear
Large beast, unaligned
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 2 (450 XP)
Actions
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage.
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DDAL10-01 The Frozen North (v1.0) 23
Handout 1: The Sidekicks
Provide each sidekick with a name and other details. If
they’re a race other than human, add the associated racial
The Expert
Medium humanoid, chaotic good
traits:
Dwarf. Darkvision 60 ft., resistant to poison damage, and Armor Class 14 (studded leather)
has advantage on saving throws against being poisoned. Hit Points 11 (2d8 + 2)
Elf. Darkvision 60 ft., +5 feet to speed, +2 bonus to Wisdom Speed 30 ft.
(Perception) checks.
Halfling. Small, if they roll a 1 on an attack roll, ability STR DEX CON INT WIS CHA
check, or saving throw, reroll the die and use the new 10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
result.
Saving Throws Dex +4
Skills Acrobatics +4, Performance +4, Persuasion +4, Sleight of
The Expert Hand +4, Stealth +4
Senses passive Perception 10
Chaotic good expert sidekick
Languages Common, language associated with their race
This clever soul is the firstborn of a highly regarded
smith. After their father died in a suspicious accident, and
Helpful. The Expert can use a bonus action to take the
suspecting a competitor was to blame, they self-exiled
Help action.
rather than tend to the business themselves. The Expert is
brash and boisterous. Tools. The Expert has thieves’ tools and a lute.
What They Want. Having left their ancestral home behind, Actions
they seek to begin life anew in the frozen, unexplored
reaches of Icewind Dale. They’ve heard rumors of long- Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
forgotten ruins with ancient treasures ripe for plunder. target. Hit: 5 (1d6 + 2) piercing damage.
Nagging Guilt. They seldom speak of their past, and they Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
shield themselves from the guilt of leaving their home range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
with jokes and self-deprecating anecdotes. But those Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
who push them on it find it’s sure to anger them. target. Hit: 5 (1d6 + 2) piercing damage.
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24 DDAL10-01 The Frozen North (v1.0)
The Spellcaster The Warrior
Neutral spellcaster sidekick Lawful neutral warrior sidekick
Growing up on the streets of Waterdeep didn’t stop the Once a temple guard, the warrior later fell into service
spellcaster from teaching themself how to read and with the Flaming Fist. They took a leave of absence when
obtaining work at Candlekeep. In pursuit of becoming a their sibling made the voyage into Icewind Dale and never
full-fledged member of the Avowed, they’ve made the trek returned after two years. The Warrior is manipulative and
to Icewind Dale searching for ancient Netherese tomes and calculating.
relics. The Spellcaster is gruff and terse. What They Want. They’ve made the voyage to Icewind
What They Want. Ambitious to a fault, they’re pursuing Dale in search of their sibling. They don’t know where to
the ruins of an ancient Netherese keep they found begin their search, but figure Ten-Towns is a good place
referenced in a number of long-forgotten tomes. to start.
Something from Nothing. They’re no longer the street Single-Minded Determination. They’re confident their
rat they once were, and by succeeding in their journey, sibling is still alive and will do whatever it takes to prove
they’ll make a difference in the world. As a reminder, it, including throwing others into harm’s way.
they carry the black robes of an Avowed acolyte folded
neatly at the bottom of their pack, waiting to be earned.
The Warrior
Medium humanoid, lawful neutral
The Spellcaster
Medium humanoid, neutral Armor Class 16 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
Armor Class 12 (leather) Speed 30 ft.
Hit Points 9 (2d8)
Speed 30 ft. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 13 (+1) Saving Throws Con +4
Skills Athletics +4, Perception +3, Survival +3
Saving Throws Wis +4 Senses passive Perception 13
Skills Arcana +4, Investigation +4, Nature +4, Religion +4 Languages Common, language associated with their race
Senses passive Perception 12
Languages Common, language associated with their race
Martial Role. The warrior has one of the following traits:
Attacker. The warrior gains a +2 bonus to attack rolls.
Magical Role. The spellcaster has one of the following traits: Defender. The warrior gains the Protection reaction, below.
Spellcasting (Healer). The spellcaster’s spellcasting ability
is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Actions
spellcaster has the following cleric spells prepared: Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Cantrips (at will): guidance, sacred flame target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
1st level (): cure wounds damage if used with two hands.
Spellcasting (Mage). The spellcaster’s spellcasting ability is Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Intelligence (spell save DC 12, +4 to hit with spell attacks). The target. Hit: 5 (1d8 + 1) piercing damage.
spellcaster has the following wizard spells prepared:
Reaction
Cantrips (at will): fire bolt, light
1st level (): sleep Protection (Defender Only). When an attacker the warrior can see
makes an attack roll against a creature within 5 feet of the warrior,
Actions the warrior can impose disadvantage on the attack roll.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning
damage if used with two hands.
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DDAL10-01 The Frozen North (v1.0) 25
Handout 2: Letter from Mom
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26 DDAL10-01 The Frozen North (v1.0)
Handout 3: Strange Tracks
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DDAL10-01 The Frozen North (v1.0) 27
Handout 4: Door Diagram
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28 DDAL10-01 The Frozen North (v1.0)
Handout 5: The Tattered Journal
The journal of an archaeologist who’s growing more The notes indicate that the stones of Self-Preservation,
demented by the day. Intellect, Awareness, and Mastery must be elsewhere in
• Studying Netherese ruins the caves, but the archaeologist didn’t figure out what they
• Abandoned for a thousand years or more look like.
• Center of great magical power The two-color stone is a sphere.
• “The Staff,” some sort of artifact The stone of Awareness isn’t pale green.
• Diagrams of severed hands
Self-Preservation is a gem, I’m sure of it.
• Frequent references to “Congenio’s Pebbles”
The stone of Awareness is a rhomboid.
Nine weird, marble-sized rocks. They’re painted with still-
The prism is pale green.
sparkling paint, but it’s chipped in places and plain, gray
rock shows through. These are IDed in the journal. The stone of Self-Preservation is silvery.
I know the stone of Intellect is a mixture of two colors.
Stone of Protection—dusty-rose prism The stone of Mastery isn’t dark blue.
Stone of Fortitude—pink rhomboid
Stone of Regeneration—pearly-white spindle
Stone of Leadership—marbled pink-and-green sphere
Stone of Supreme Intellect—faceted clear sphere
Stone of Reserve—vibrant purple prism
Stone of Insight—incandescent blue sphere
Stone of Absorption—pale-lavender ellipsoid
Stone of Sustenance—clear spindle
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DDAL10-01 The Frozen North (v1.0) 29
Handout 6: Pictogram Text
The pictograms in the central chamber are accompanied
by text in Common, Draconic, Dwarvish, Elvish, Giant, and
Netherese.
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30 DDAL10-01 The Frozen North (v1.0)
Handout 7: Character Rewards
The characters may earn the following rewards in this Potion of Comprehend Languages
adventure: Potion, uncommon
Goggles of Night When you drink this potion, you gain the effect of a
Wondrous item, uncommon comprehend languages spell for 1 hour. This liquid is a
clear concoction with bits of salt and soot swirling in it.
These goggles consist of thin sheets of translucent black
crystal set into brass and leather framers. Potion of Growth
While wearing these dark lenses, you have darkvision Potion, uncommon
out to a range of 60 feet. If you already have darkvision,
wearing the goggles increases its range by 60 feet. When you drink this potion, you gain the “enlarge” effect of
the enlarge/reduce spell for 1d4 hours (no concentration
Illuminator’s Tattoo required). The red in the potion’s liquid continuously
Wondrous item (tattoo), common (requires attunement) expands from a tiny bead to color the clear liquid around it
and then contracts. Shaking the bottle fails to interrupt this
Produced by a special needle, this magic tattoo features
process.
beautiful calligraphy, images of writing implements, and
the like. Potion of Healing
Tattoo Attunement. To attune to this item, you hold the Potion, common
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement You regain 2d4 + 2 hit points when you drink this potion.
process. When the attunement is complete, the needle The potion’s red liquid glimmers when agitated.
turns into the ink that becomes the tattoo, which appears
on the skin. Story Award: Frostbitten
If your attunement to the tattoo ends, the tattoo vanishes, You’ve gained levels of exhaustion. This story award is
and the needle reappears in your space. removed at the end of the adventure.
Magical Scribing. While this tattoo is on your skin, you • Exhaustion Levels:
can write with your fingertip as if it were an ink pen that
never runs out of ink.
As an action, you can touch a pierce of writing up to one
Story Award: Rescuers
page in length and speak a creature’s name. The writing You rescued (and lost) the following sidekicks:
becomes invisible to everyone other than you and the • The Expert: Alive: Dead:
named creature for the next 24 hours. Either of you can
• The Spellcaster: Alive: Dead:
dismiss the invisibility by touching the script (no action
required). Once used, this action can’t be used again until • The Warrior: Alive: Dead:
the next dawn. The two-color stone is a sphere.
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DDAL10-01 The Frozen North (v1.0) 31
Appendix A:
Door Puzzle Solution
The stone of Awareness isn’t pale green.
Self-Preservation is a gem, I'm sure of it.
The stone of Awareness is a rhomboid.
The prism is pale green.
The stone of Self-Preservation is silvery.
I know the stone of Intellect is a mixture of two colors.
The stone of Mastery isn’t dark blue.
The heroes need to drop the painted stones into the central chute in the right order according to the writing on the door:
“Protection of the Leadership leads to Mastery but Reserve your Intellect for Self-Preservation.
Your Fortitude is due to your Regeneration and Absorption of Sustenance.
Awareness of Insight leads to Supreme Intellect.”
• Protection
• Leadership
• Mastery
• Reserve
• Intellect
• Self-Preservation
• Fortitude
• Regeneration
• Absorption
• Sustenance
• Awareness
• Insight
• Supreme Intellect
If they get the order wrong, the door reroutes the stones to the pockets under each stone’s diagram so they can try again.
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32 DDAL10-01 The Frozen North (v1.0)
Appendix B: Gazer Fight Map
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DDAL10-01 The Frozen North (v1.0) 33
Appendix C: Piercer Fight Map
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34 DDAL10-01 The Frozen North (v1.0)
Appendix D: Chamber of
Slumbering Crystals Map
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DDAL10-01 The Frozen North (v1.0) 35
Appendix E:
Map of Icewind Dale
Icewind Dale
(Note: Please Ignore Chapter References)
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36 DDAL10-01 The Frozen North (v1.0)
Appendix F:
Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each Players should select their characters’ spells and other
with their own character within the adventure’s level range daily options prior to the start of the adventure unless
(see Adventure Primer). Characters playing in a hardcover the adventure specifies otherwise. Feel free to reread the
adventure may continue to play too, but if they play a adventure description to help give players hints about what
different hardcover adventure, they can’t return to the first they might face.
if they level beyond its level range.
New Players? No Problem!
New to D&D Adventurers League? With starter adventures like this one it’s possible you may
https://dnd.wizards.com/ddal_general 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
New to the Annual Storyline? and b) learn the basics of how to play. At this level, having fun
is more important than learning every rule exactly right. Be
https://dndadventurersleague.org/storyline-seasons/rime- gentle with new players who make mistakes.
of-the-frostmaiden/ Make sure to keep your players smiling and rolling dice.
Be positive and enthusiastic when describing the action, and
Preparing the Adventure you’ll notice they quickly follow suit.
If you’re a new DM, then welcome—and thank you! New
Before you start play, consider the following:
DMs are the lifeblood of the D&D community. This adventure
• Read through the adventure, taking notes of anything includes sidebars like this one that explain of some rules used
you’d like to highlight or remind yourself of while as the adventure progresses!
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.
Adjusting This Adventure
• Gather any resources you’d like to use to aid you in To determine whether you should consider adjusting the
running this adventure—such as notecards, a DM adventure, add up the characters’ levels and divide the total
screen, miniatures, and battlemaps. by the number of characters (rounding .5 or greater up; .4
or less down). This is the group’s average party level (APL).
• Ask the players to provide you with relevant character
To approximate the party strength for the adventure,
information, such as name, race, class, and level;
consult the table below.
passive Wisdom (Perception) score, and anything the
adventures specifies as notable (such as backgrounds,
Determining Party Strength
traits, and flaws).
Party Composition Party Strength
Players can play an adventure they previously played
as a player or DM, but may only play it once with a given 3–4 characters, APL less than Very Weak
character. Ensure each player has their character’s 3–4 characters, APL equivalent Weak
adventure logsheet (if not, get one from the organizer)
3–4 characters, APL greater than Average
with their starting values for level, magic items, gold, and
downtime days. These are updated at the conclusion of the 5 characters, APL less than Weak
session. The adventure information and your information 5 characters, APL equivalent Average
are added at the end of the adventure session—whether
5 characters, APL greater than Strong
they completed the adventure or not.
Each player is responsible for maintaining an accurate 6–7 characters, APL less than Average
logsheet. If you have time, you can do a quick scan of a 6–7 characters, APL equivalent Strong
player’s character sheet to ensure nothing looks out of
6–7 characters, APL greater than Very Strong
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 Safety Tools
score array. Safety tools ensure that players aren’t pushed beyond their
Point players to the D&D Adventurers League Players comfort levels. They let your players know you want them to
Guide for reference. If players wish to spend downtime have a positive experience.
days and it’s the beginning of an adventure or episode, A broad range of safety tools are available for you and your
they can declare their activity and spend the days now, players online, but for more information reach out to your
or they can do so at the end of the adventure or episode. Event Organizer or to [email protected]
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DDAL10-01 The Frozen North (v1.0) 37