The Blizzard of Axe and Sword
The Blizzard of Axe and Sword
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Part 4: The Ironhunter Mine
The Blizzard of Axe and Sword Using this Dungeon
A: The Breach
CREDITS B: The Hole
Bibliography C: The Mine Face
Introduction D: The Storeroom
Using this book ](#p4) D: The Slave Barracks.
Adventure Hooks](#p5) E: The Second Mine Face
Environmental Hazards F: The Drinking Den.
Blizzards, Snowfall, Sleet, and Hail G: Store Room
Snow and Fog H: The Underground Channel.
Blizzards Part 5: The Grey Dwarf Hold
Resting in Snow and Ice. Lake Details
Using Frost Giants as Enemies Sailing upon the Underground Lake
Part 1: The Attack upon Lamastop Fighting in boats
Adventure Overview Resting in the Grey Dwarf Holdfast
Frost Giant Behaviour A: The Opening Channel
A: The Burning Outskirts B: The Sarenchill Falls
B: The Gatehouse and Bridge C: Sharp Rocks
After the Giant’s Raid D: Grell’s Dell
C: The Giant’s Head Tavern E: The Cave of Sighs.
D: Waterwheel. F: The Docks
E: The Statue of the Sword Woman G: The Hold
F: The Smithy H: The Bridge to Freedom
H: The Windmill Part 6: The Climb of Drangasjoll
Activities Within Lamastop Climbing the Ice-Face
Part 2: Utnar's Saddle Ascending the Face
History of the Saddle The First Ledge.
Reaching the Saddle The Second Ledge
Arrival The Third Ledge
A: The Crystal Forest The Ascent to the Top
B: The Cave The Path of Drangasjoll
C: The Troll’s Bridge A: The Ice-Boulders
D: Ironhunt Mine B: The Wind Cauldron
E: The Winged Mesa C & D: Argin and Torris
G: Giant’s Rest E: The Crevice of the Remorhaz
H: The Ice Bridge Reaching the Top
I: The Old Quarry Part 7: The Lair of Torrfin the Bleak
J & K: The Overhanging Bridge and the Underpass. Getting to the Lair
Aftermath The Bone Fence
Part 3: Sarenchill Lake A: The Gatehouse
History of Sarenchill B: The Courtyard.
Arrival at the Lake C: The Mammoth Pen
Animal Sleds D: The Hall Entrance
Sleds in Combat Treasure
Making Turns During Combat The Hall of Jarl Torrfin
Losing Control A: The Entrance
Fighting Onboard a Sled B: The Chasm
Ramming C: The Stone Throne
Sarenchill Lake D: The Jarl’s Haul
A: The Survivors 11 NPC and Creature Stat Blocks
B: The Lakeshore Jarl Torrfin
C: The Ruined Castle Iceria, Cleric of Auril
D: The Great Split Pelagia, Merfolk Chieftan
E: The Old Wharf Ice Troll
F: The Wreck of the Bien Dara Baby Mammoth
Also available for the Dark Peaks!
W
elcome travellers and adventurers, to a cold This book can be used in several ways, any of which will
and snowy quest. If all goes well, you will allow your party to enjoy a chillingly cold adventure. This
rescue a village of innocent people from the book can be used as a stand alone adventure within a
predatations of a Frost Giant clan, then seek Forgotten Realms campaign, when adventuring in the
to follow them back to their lair. Through northern mountains or the Savage Frontier.
caves or atop mountains, upon a narrow The rules, enemies and environments do not need to
path or with terrifying ice-climbing, you’ll change as they are all included within the Dungeons and
seek out their chieftain atop a glacier, where he has placed Dragons 5th Edition Players Handbook, Monster Manual
his ice-fortress. There, perhaps, you'll bring about the end and Dungeon Master’s Guide. Any additional rules will be
of his clan’s rampage. explained when necessary within this book.
However, things rarely go well at the best of times, and This book can be used as an adventure within a
the giants, wolves, imps, duergar and many other creatures campaign set in Whitefaire, using the Adventurer’s Guide
which oppose you will make sure that you struggle every to Whitefaire as a sourcebook. Many of the environmental
step of the way. If that wasn’t enough, even the cold of the rules and some monsters are taken directly from that book.
environment will fight you, creating challenges to be Finally, this adventure can also be used as a side
overcome through guile and creativity rather than violence. adventure or interlude during Chapter 3 of Storm King’s
Nonetheless, if your adventurers are brave enough to Thunder. While exploring the Savage Frontier, it would not
take on the Frost Giants, they will find a wealth of items, be unlikely that your adventurers would encounter savage
experiences to aid them. They will need all such things to clans of Frost Giants who are following their raiding
defeat the Blizzard of Axe and Blade with their terrible instincts.
leader, Jarl Torrfin the Bleak. This adventure should take approximately seven to
twelve hours to complete and is broken up into four
different adventure sections. It has several meaningful
choices for the party in the direction which they will take,
This adventure is designed to be played by Tier Two so this book has a replayability element as well. For
adventuring parties at level five or six. Most of the example, if the party chooses to go through the mines, you
encounters in this adventure are calculated by this can always have another go and take the mountain pass
challenge rating as hard or deadly - and that is before instead. The same is true for climbing the glacier cliffs
factoring in the environmental effects of cold, snow and ice. compared to hiking up the trail. Each of these choices will
In short, this adventure is not for the faint-hearted! create a widely different experience of the adventurers!
INTRODUCTION
4
Average movement speed without specialist gear for an
adventuring party is half of the average given in the Player’s
There are several ways to begin The Blizzard of Axe and Handbook for walkers and animals when walking in snow.
Sword, which will vary based on your starting point: In addition, if a character wants to sprint, they must make a
While travelling north on the road to the village of DC10 Strength (Athletics) check, otherwise they move at
Lamastop, parallel to the great Windhold mountain half speed for the sprint move as well.
range, the adventurers see smoke trails rising in the
distance. Distant booming cries echo through the quiet …
countryside towards them, and large figures can be
seen throwing dirt and debris in the air.
120 ft. 1 & 1/4 10 -5 to Passive
While following a hunting trail through the nearby Mi. mi. Perception.
forests which line the Windhold mountains, the party 60 ft. 1 Mi. 8 mi. No effect
come across the broken trees and branches of a
rampaging giant band, coming down from the north to 30 ft. 1/2 Mi. 5 mi. Able to use stealth
the villages to the south. The village of Lamastop is in
the direct path of destruction.
This introduction can be used for campaigns based on The first piece of equipment that almost all travellers will
the Whitefaire Adventurer’s Guide. While travelling use when traveling across snow is a pair of snowshoes.
south west of the Windhold range, the adventurers These simple devices, which distribute the weight of the
encounter a ranger. Their name is Orim Bersk-Righton walker over a much larger area, allow them to move much
(werellama, CG, see statblock) and they need help. quicker. When a character is wearing snow-shoes, they can
They’ve been tracking a group of Frost Giants who’ve move at the speeds given in the Player's Handbook when
come down from the mountains to plunder and raid, but travelling in snow. Please note that your characters cannot
they can’t fight the gang on their own. sprint while wearing snowshoes.
In heavy snow, the characters will move at the speed
Another Whitefaire Adventurer's Guide focused given for travel pace in snow. Characters also cannot sprint
introduction could be: Captain Zectela has received while they are wearing snowshoes in heavy snow. If a
information from her scouts that the Frost Giants have character needs to tie their snowshoes in haste, for
come south from the Mistral Plain. As the Storm’s Claw example while camping, they must pass a DC10 sleight of
Brigade are battling an incursion from Dark Spears hand check to do so. Otherwise they will move at the
Goblins, she asks the adventurers to go and protect normal character speeds in snow.
Lamastop from the giants. She offers 500pp for the job
if they can do it with minimum damage to the village.
While exploring the Savage Frontier in Chapter 3 of
Storm King’s Thunder (page 63 onwards) the The weather is as deadly an opponent as any monster,
adventurers encounter the tracks of the Frost Giants especially in the deepest of winter. Blizzards can fill the air
heading towards Lamastop. Knowing that they will and swirl around an adventurer, blocking their sight and
need further information upon Frost Giants here in chilling their bones. Snowfall can do all the same thing, but
northern Faerun, they can choose to pursue these also sit like a blanket upon travellers and slow them yet
tracks to see where they lead. further. Sleet is often worse, as it is often accompanied by a
Or, when using Storm King's Thunder, the party can be sharp wind, which soaks clothes and then freezes the
asked by the Frost Giant Harshnag (page 118) to aid people within them. Hail can be particularly brutal, a
him in destroying this rampaging clan who threaten the pelting rain of ice-shards which sometimes hit hard enough
whole area. This could even be a test of loyalty by to cut skin and tear clothes. Adventurers who are hit by this
Harshnag to see if he can trust these ‘little folk’ who kind of brutal shower will mostly seek cover from this
have disturbed him so. weather. To push on would invite disaster. DM’s can roll on
the main table to generate the weather for each day and the
specific rules for the effects of weather can be found below.
INTRODUCTION
5
Three things are key to remember about Frost Giants to
make them memorable and challenging opponents.
Snow fills the air and blocks sight and sound at any
significant distance. Creatures have disadvantage on They are masters of their arctic and mountainous
Wisdom (Perception) checks that rely on sight and hearing. environment. Frost Giants know how to use snow and
Any survival check for tracking or navigating are at a ice to their advantage. They will kick up a great wave of
disadvantage. Fog merely swirls and blinds a character, but snow into the face of an attacker, which could well bury
leaves their hearing stil clear. Creatures have disadvantage them up to their neck. They will leap across dangerous
on Wisdom (Perception) checks that rely on sight. Any terrain such as frigid rivers which others cannot cross
survival check for tracking or navigating are at safely, and they will use their large footfall to stay stable
disadvantage. on ice where others may well slip and fall. One of their
most favoured tactics is to wait for a blizzard to sweep
in, and then use this as cover to attack. The enemy is
isolated, blinded and overwhelmed before they even
Blizzards wrap around a creature, blinding and deafening know what is attacking them.
those unfortunates to everything around them. At the same They like to fight but they aren’t foolish. Frost Giants
time, the sharp wind and swirling snow chills the body know how to fight and they have an instinctive grasp of
sharply, causing injury to all of those who are not prepared crude battle tactics. Most, unless goaded, will not
- and often, even to those who are. Creatures trapped in immediately go charging into a melee. Instead, they will
blizzards have disadvantage on Wisdom (Perception) throw icy boulders at their opponents as they approach,
checks that rely on sight and hearing. Any survival checks seeking to injure or kill before they attack. Only when
for tracking and navigating are at disadvantage. In addition they get within 50 ft. will a Frost Giant charge and try to
to this, the characters have to take a DC12 Constitution crush their opponent in a single devastating strike.
Check for every hour they spend within a blizzard without Frost Giants want to dominate and prove
cover. On a fail, they take D6 cold damage. themselves. These giants tend to be indiscriminate in
their attacks, laying into all around them, unless they
have an obvious notion of who is the strongest warrior.
Without preparation and skill, resting in the snow at night Then the Frost Giants will seek to kill that warrior first,
can be lethal. The temperature drops, clothes freeze, because of their need to demonstrate their strength
bodies cool to their deaths. If creatures try and sleep in the against this foe who could challenge it. Fnce engaged, a
open air, they must all take a DC12 Constitution check. If Frost Giant will fight until it, or it’s enemy, is dead in the
they fail, they do not recover any hit points for their rest and snow.
take 1D12 cold damage. If creatures are able to raise some Hopefully, with this in mind you can make your Frost
light cover, such as a light tent or simple lean-to hut, then Giant as terrifying and as effective as the adventurers feel
the resting creatures need to take a DC10 constitution they should be!
check. If this check is failed, the creature awakens with a
level of exhaustion. If the creatures are able to find
substantial cover such as an existing cabin, raising an igloo,
or spells such as Leomund’s Tiny Hut, then they can rest as
normal.
INTRODUCTION
6
L
amastop is an excellent example of the
frontier villages which dot the edges of the
Windhold Mountain Range. A cluster of In this section of the adventure, the party will face and
houses and homes protected by a crude (hopefully) defeat a group of rampaging Frost Giants who
palisade, the aged buildings have been have already attacked the town. Having already laid waste
inhabited by previous many generations of to the outlying districts, the Frost Giants are attacking the
people. These include the natives of this land, main gate of the village in an attempt to break it down. This
and newly arrived travellers looking for a new life amongst is being resisted valiantly by a group of rangers who have
the forests of the Savage Lands. already joined the defence.
Lamastop in particular thrives on this abundant timber, If and when the Frost Giants are defeated and driven off,
and the river which flows through the village. On the north the village and what remains of its facilities will be able to
side of the lake is the fishing wharf, where two boats will go be used by the adventuring party as a base. How much is
out every day to catch the firm-fleshed fish that travel in left standing will be based upon how quickly the
these mountain’s waterways. At the same time, on the adventurers can react!
south side of the river, the lumber mill collects the logs Otherwise, the rest of the village have gathered in the
which are sent downriver from the timber camps further up temple of Auril (Point G), hoping that the large stone walls
in the mountains. From there, it can be shaped and then and deathly cold interior will protect them from the Frost
sent further south for further work. Giants. As there are no goods or food to take there, the
The town consists of approximately five hundred villagers will remain unmolested.
residents, the majority being human or the Frostkin who
live amongst them. There is a small group of northern ice-
Elves who live in this village as well, but they attract little
notice from the inhabitants there. There are few of the The Frost Giants are aiming to raid this town, stealing food
other races, as the village does not seem to attract others and goods from the village. As the adventurers arrive, the
outside of humans, frostkin and elves. trio of Frost Giants are battering at the gatehouse on the
On the whole, the village is a lively place of minor other side of the river. The gate is AC18 with 80hp, and one
industry amongst the great unbroken forests of the North. giant per turn will be attacking it. The others will be
While old, many of the houses show signs of frequent hurling rocks at the rangers on the other side of the bridge
repair and having been built with particular care and (See point B for more details). Once the gate is broken
craftsmanship. They have fretboard panels and over- down, the Frost Giants will go on a rampage around the
hanging gables which support the snow lying heavy upon village to steal or loot everything they can find.
them, and they are tightly shuttered against the endless Their first target will (ironically) be the Giant’s Head
cold of the nights. tavern (Point C), where they will tear the roof off to get
The people are hardened to the tough conditions of the access to the larder and cellars. Once a Frost Giant is
mountains, and some folk seem almost immune to the raiding that, and filling their bag with as much as they can,
perpetually low temperatures. It is rumoured that, at the the others will move onto the village smithy (Point F), and
Year's End festival, some will even swim in the lake! then the granary and windmill (Point H).
PART 1: LAMASTOP
7
PART 1: LAMASTOP
8
If the giants still aren’t stopped by that point, they will raid There is no need to attack with the scouts individually.
the waterwheel (Point D) for any further grain and then exit Using the Mob Attack Rules from the Dungeon Master’s
across the river, kicking their way through the palisade. Guide (page 250), each scout will strike with one arrow per
DM’s should take note of which village building was turn, causing 1d8+2 (6) piercing damage or an average
raided, as slaying the giant who raided each building will total of 24hp to one Frost Giant per turn. The scouts have
cause most of the supplies there to be returned - and found concealment around the bridge and have +5 AC
provide much relief to their owner! accordingly. Allynaut will attack separately as normal.
If the gatehouse is still intact, read the following to the
players:
PART 1: LAMASTOP
9
What is available to the adventures will be noted below,
based on the condition of the building.
This statue of a woman stands in the village centre, it’s
details eroded by the ages that it has lasted. No-one is truly
The Giant’s Head Tavern is one of the largest buildings in sure if the village came before the statue, or whether the
town, and certainly the most lavish inn for many miles. It is statue was here before the village. Beneath the stone are
stone based, with a wooden second storey, where the strange symbols. If a DC12 Intelligence (Arcana) check is
bedrooms have fretwork wooden shutters overlooking the passed, the character can just read the long-worn dwarvish
street. Within, there is a large common room with polished runes, which read:
wood floors, a massive roaring fireplace, and antique
furniture which seems to squeak with age whenever
anyone sits upon it. The Tavern is owned by Margrave
Powle (human female, NG, scout), who was originally a A DC15 Intelligence (History or Arcana) check will reveal
hunter before finding a large trove of antique coins within a the message as ‘live forever our sword sistren.’
nearby cave. With such sudden wealth she purchased the In the hand of the statue is a piece of a fragment of metal.
Giant’s Head outright, and rumours say that her coins A DC16 Strength check can dislodge it, and it is faintly
remain hidden somewhere within the Tavern’s Cellar. magical. If an adventurer should take it, and stay a night in
Margrave’s old bow remains hanging over the fireplace, and Lamastop, that evening’s rest will be broken by the arrival
her shortsword remains always at her belt. by the ghost of the Sword Sistren, a warrior in ancient
Margrave is respectfully called ‘Ma’am’ by all in the looking armour (human female, NG, ghost). She will hover
Tavern, and she rules her estate strictly, with little time for at the foot on an adventurer’s bed, glowing blue and
people who might be overly drunk and misbehaving in her mouthing words they cannot hear. The Sword Sistren will
home. Accordingly, the village locals and occasional not attack unless attacked, but beckon the character to
travelers who visit are always respectful and well-behaved. follow her. She will lead them to the south bank of the lake,
Margrave can offer D6 modest room, D3 comfortable and then point beneath the ice. A DC10 Wisdom
rooms, and 1 wealthy room, as per the prices in the (perception) check will reveal that there is a slight blue
Player’s Handbook (p.157). glow beneath. If the character dives into the freezing water,
Treasure: To investigate the cellar will take a DC18 they can complete a DC10 Wisdom (Perception) Check to
Dexterity (Sleight of Hand) check to pick the lock, followed see the fragments of a shattered blade in the silt. They can
by a DC18 Intelligence (Investigation) check to discover the collect all six of them, but will experience the effects of
slightly loose flagstone. Beneath is a chest containing frigid water, as detailed in the Dungeon Master’s Guide
42pp. However, on returning from the cellar, the (p.110) as each piece is approximately 60ft. away from the
adventurers will have to face an angry Margrave with her other on the lakebed.
sword drawn! If they collect all the pieces, the ghost will smile a
Partially Damaged: If the Inn has been damaged, beneficent, long suffering smile. It will gather all the parts
Margrave Powle will apologise profusely for the condition of the blade to itself, and with a long, gentle laugh, vanish
of her inn, and will only be able to offer D3 modest rooms into the afterlife. Behind it will be left a battered, rusty hilt
which survived the onslaught. In addition, she can only of a sword. This is the Ghost Blade and has the following
offer poor food. She will have to double her prices as a profile:
‘recovery’ tax to help her repair the damage.
Ruined: Seemingly not hugely upset, Margrave will ask
for help in recovering her wealth in the cellar. She’ll offer a
small reward to any of the adventurers who are willing to
assist her. After a successful DC16 strength check, Wonderous sword, rare
Margrave will be able to get to the cellar and retrieve the This rare magical item, which requires
chest of coins there. After giving a reward of 2gp, Margrave attunement, appears to be an old and rusted
will head off to the lumber mill in the west of Lamastop to longsword hilt. While grasping the hilt, you can
see what she can arrange around rebuilding. A DC12 use a bonus action to cause a blade of green
(Intelligence) investigation check can reveal 6sp, scattered ghostly energy to spring into existence, or make
throughout the ruin of the inn. the blade disappear. While the blade exists, this
magic longsword has the finesse and versatile
(1d10) properties. If you are proficient with
shortswords or longswords, you are proficient
This waterwheel is used for grinding corn, meal or other with the Ghost Blade. You gain a +1 bonus to
grains. In addition, it can be used to sharpen blades when attack and damage rolls made with this weapon,
they need their edge restoring. Within, the Master Cutler which deals necromantic damage instead of
Drilk Vulkan (human male, NG, commoner) is able to hone slashing damage. When you hit an undead with
the blade of almost any mundane weapon to a wicked this weapon, the damage type alters to radiant
sharpness. Any non-magical weapon can be sharpened for damage.
2gp, and this will add an additional d3 damage on this
weapon’s first successful hit. After this, this edge will be
lost.
PART 1: LAMASTOP
10
The Smithy is a large forge, bigger than one might expect
from a humble village blacksmith. The blacksmith, Nori
Ashapron (human male, TN, guard), has a carefully plaited
beard and a grizzed look to his old face. He works for many
different adventurers and small military forces in the area.
He is a highly skilled weapon and armor smith and has a
wide array of swords, shields and other items for sale in
this smithy. His work is high on gilt and decoration, so it
costs an addition 10% based on the costs given in the
Player’s Handbook (p.145 and p.149). They are beautiful
examples of his craft. For 500gp and a day’s work, Nori can
engrave and gilt a breastplate, half plate or suit of plate to a
very high level. When this armour is worn, it grants +1 to
the wearer’s Charisma score.
Partially Damaged: Ashapron will stare at his damaged
forge, then sigh with deep resignation. He’ll offer what
remains of his stock to the adventurers, but the
adventurers must roll a D3 for every item. If they roll a 1,
the item has been stolen by the Frost Giants and Ashapron
can’t find it. He can’t do any other work until he’s spent
some time restoring his damaged forge back to good
condition.
Ruined: Tears running down his face, Ashapron sits
dejectedly in the snow. He taps the broken handle of his
hammer and stares at the wreckage of his once-vibrant
livelihood. He’ll ask the adventurers if they are willing to
donate some gold to his forge, promising to pay it back
when he’s able. He’ll also offer D3 random items as his only
surviving stock, taking any price that the adventurers offer
him in pure desperation.
PART 1: LAMASTOP
11
If they accept her quest, she will offer them each a winter Upon two of the far walls are floor to ceiling shelves with
adventurer's packs and snow-shoes, if the player-characters glass jars of many different styles and types upon them.
do not already have these. The pack contains an ice-axe, Any PC of medium size will have to duck to enter this . It is
crampons, a warm cloak and six pitons for climbing. a large single space, with areas for cooking and sleeping
If questioned upon her motives, Iceria will explain that carefully hidden behind movable screens. While Johan is
while Winter may be seen as evil and cruel, it is a season focused on the operation of his mill, Vicki is a herbalist of
like any other. She is merely a cleric of this season, seeking some skill. Both of them dislike Iceria greatly, regarding the
to bring it’s touch so the land can, once more, recover back snow cleric as an evil influence upon the village. When
into the life of spring. The people of Lamastop deserve to pressed, they can't recall what evil acts she has undertaken.
last the winter, and destroying the Frost Giants will be one Viki is able to show the adventurers her stock of potions.
way of ensuring. She has a variety of common potions, including 2d6 basic
healing potions (50gp each), and 1d6 greater healing
potions (200gp). As well as this, she has one potion of hill
This large windmill sits atop a tall hill across from the giant strength (300gp) which she made many weeks ago. In
temple of Auril. This structure is a boxy building with a addition to this, if the adventurers can provide her with a
stone base and a rotating upper section, upon which four frost giant toe or finger, and 300gps, Viki has the reagents
large sails gently spin in the breeze. Village folk are she needs to brew a potion of Frost Giant Strength, as
carrying their sacks of grain to and fro, up to where the found in the Dungeon Master’s Guide (p.187). This brewing
milling will take place. Within can be heard the clanking of will take an additional 24 hours, however.
wooden machinery and the gritty, endless rasp of two Partially Damaged: Holding each other, Johnan and Viki
milling stones rubbing against each other. look at their damaged windmill with a mix of fear and
The interior of the windmill is a dark space of rising and relief. Johan yells to his workers as they start to assess the
falling gears and grains, while workers call out strange damage and salvage what they can from the battered
commands and calls to each other. If the player characters structure. He thanks the adventurers for their efforts in
should enter, they will need to take a DC10 Wisdom defending Lamaspot and is sorry he can’t offer much in the
(Perception) check, or not hear the cries of alarm from the way of rewards. Viki will offer to help, check her damaged
workers above them as a sack falls down towards them. stock of potions and offer to sell D6 healing potions to the
The player characters take 1d6 bludgeoning damage adventurers for 65gp each. The added price is to help
from the falling weight. This damage is halved if they restore the mill.
complete a DC12 Dexterity saving throw. Ruined: Holding his weeping wife at his side, Johann
Within the base of the windmill, the player characters stares uncomprehendingly at the devastation of his family’s
can find the little low home of Johan Millerson (half-elf home. Wood, shattered space and broken gears are spread
male, NG, commoner) and his wife Vicki Millerson (human throughout the area, and one of his workers has been
woman, LG, commoner). This is a low space, much like a speared with a broken shaft. He thanks the adventurers in
cellar, lit with carefully designed lanterns, with plants, a lost, hollow voice, and Viki is equally distraught and
animals and other reagents hanging from the ceiling. unable to speak for her grief.
PART 1: LAMASTOP
12
T
he great mountain pass of Utnar’s Saddle is When harsh winters strike the south and food runs
twenty-two miles to the north-west of scarce, brave villagers might head north to the plains
Lamasfield, through tracks in the endless beyond the mountain. There they hunt for large but
wooded flanks of the mountains. The great dangerous game, such as mammoths, elk and moose.
Windhold Range has a gap, like a missing At some point in the past, a watchtower was erected
tooth upon it, leaving a hole in the endless within the pass itself, where freezing cold guards could
flanks of the mountains. This is the great track and perhaps stop any wandering bands of creatures
pass of Utnar’s Saddle, the only place to pass through the trying to make their way into the more civilised lands
mountain range for a hundred miles either way. beyond. However, this ruin has been untouched for
The pass is a six mile long confused mass of cliffs and decades. Stories say that the first Frost Giant raid fell upon
ridges, all rising up from the river in it’s sharp gorge at the that tower and tore down the sides of it. Now it is said to be
pass’s base. This ice culvert of freezing water is silent as it the realms of ghosts and demons; few have been brave
flows, unbroken by rapids or The cold wind sweeps enough to investigate the truth of whether it is so.
through the pass with vicious strength, freezing exposed At one time, there was a deep mine within the pass,
skin and blowing snow in the face of the adventurers as which hunted for the rich iron seams which are present
they try to make their way north. Beneath their feet, the beneath Mount Grimdell. It is rumoured that you could
path is nothing more than packed, dirty snow which offers travel all the way under the mountains to the other side in
little grip to go up and around the jagged rock formations. these mines, but they have been closed for years after they
The two peaks which flank the pass, Mount Orindraut and could find no more ore. In recent times, it has been said
Mount Grimdell, look down with sheer sides and bare cliffs, that smaller, dwarven figures have been seen emerging
offering no handholds or escape. Once the travellers have from this mine site at night, and scurrying to who knows
entered the Saddle, they have to travel to the north or turn where. None have been brave enough to approach and see
back to the south, returning the way they came. what such industrious creatures might want to achieve - or
where their digging could have led.
' The mesa is approximately forty feet high, with sheer, rocky
This choice can be made by the players, though cliff walls. It is about one hundred and fifty long, running
the group looking for a more traditional dungeon north/south, and sixty feet wide going east to west. The top
crawl style experience can enter the mine and of this rock formation is a flat surface, where the burrows
enjoy a different experience to passing over of these kobolds can be seen into the stony surface. The
Utnar’s Saddle and the Battle of Lake Sarenchill. nest of the Perytons is in the center of the rocks,
approximately twenty feet from the east west edge and
seventy-five from the north south edge.
Development: The mine is the entry point for Part 4: Enemies: There are four perytons which live and hunt
Ironhunt Mine. Using this mine allows the adventurers to from atop the Mesa. They will dive down upon the
head north beneath the rest of Utnar’s Saddle, and skip adventurers and try to carry the weakest of them away to
Part 3: Lake Sarenchill. This mine re-emerge from the the top of the Mesa. If the target of a peryton’s attack fails a
ground at the base of the Dietvo’k Glacier for the beginning DC14 strength saving throw, they class as being restrained
of Part 5. If the party choose to explore the mines, please and will be carried away into the air by the peryton. If two
turn to Part 4 now. perytons work together to grab an adventurer, this saving
Clue: If the PC's successfully pass a DC15 Intelligence throw is taken at disadvantage.
(Investigation) check, they will find a small broach with a A captured adventurer will be carried to and dropped a
angular, blocky design of a snapped arrow upon it. On a nest of twelve hungry peryton chicks. If placed within two
successful DC12 Knowledge (Religion) check, this is feet of the nest, the adventure will take 2D6 automatic hits
revealed to be a broach of Laduguer, the Duergar god of (7), each of which do d4 (2) damage. The nest has AC10
labour and slavery. and 40hp. If the nest is destroyed, all perytons have the
beserk special rule until they are slain or driven off.
Treasure: Within the Peryton’s nest are the remains of a
previously consumed warrior from some unknown land,
wearing a uniform of thick furs and hide. They are carrying
a Spear +2, a Greater Healing Potion, and a gold ring of
exquisite value worth 440gp.
Within the Ruined Castle is a coven of Ice Hags. These If the players climb what remains of the tower (they can see
have the same profile as Sea Hags but an additional down into the depth of the well), they will see the slight blue
immunity to cold damage. They who are going to try and glow of something within the very depth of the covered
separate the adventurers into smaller, more vulnerable well. There is another ghost here, pointing down towards
groups before they ambush them. They have been doing the well with a desperate look upon their face. A DC15
this to travellers who have come by the castle, and stealing Wisdom (Insight) check will show that this ghost’s
their treasures. expression is one of fear and warning. Though they cannot
Conditions: The castle is colder than even the outside of understand the words, the ghost is clearly frightened for
the lake, and the player characters will take D3 cold them.
damage if they move more than fifteen feet away from a
heat source, such as a fire, a torch or a source of magical
flame. Once a player character comes within 10ft of the wellhead,
Development: If a dog team is present, they will shy they will hear the slight cry of a young girl. The voice is
away and refuse to go into the castle. They will snarl and gentle and lilting, whispering up from the well. It will take a
bite at anyone who tries to force them. If any source of heat DC10 Strength check to shift the wellhead from the well,
is present, eight blue-tinged figures of ancient warriors (LG and reveal the shaft below. The voice will whisper up,
ghosts), clad in an armour style long forgotten, emerge saying that they have been trapped down here for
from the shadows. They are shivering and try to cluster generations, cursed to live an endless life guarded with
around the fires for warmth. But no matter how close they these spectral soldiers who will not let them leave. This
get to the flames they cannot warm up with the flames. The voice is that of the third of the Ice Hags, who is waiting
disappointment is clear in their faces as they step back. down the well for someone to rescue her.
25
Only one adventurer can fit down the well at one time, Enemies: Disguised as three ghosts, the coven of Ice
though there is more space at the well bottom. The well Hags will attack. Use the rules for Hag Covens from the
shaft is sixty feet deep. Once there, they will encounter the Monster Manual (p176) They can be tracked, however, as
Ice Hag in the form of a beautiful spectral woman, in they leave footprints upon the snow or marks within the
ancient noble clothes. mud at the well’s base. Once they are slain, the ghosts will
She will explain that she was cursed by a hag who walk towards the nearest form of fire and then with a
desired her beauty, and so threw her down this well to live blissful look, evaporate into the afterlife. Once all of the
as a ghost, confined by her ghostly captors. If the other ghosts have vanished, d3 ghoststones will be left behind
adventurers look at the ghosts upon the surface, they will (see below.) If the player characters enter the lair of the
see them responding with shaking heads and mouthed, hags, they will encounter a white dragon wyrmling that
unknowable words. will fight to defend its lair. If they look closely at the body,
The Ice Hag will not allow the adventurers to touch her the dragon is wearing a collar which says ‘Ronald.’
(thus revealing the illusion) but asks them to help her out of Treasure: Within the Hag’s lair are the valuables they
the well. The moment the adventurer's back is turned, she have taken from other travellers. It contains 38pp, 837gp,
will launch her ambus, cackling madly as she does so. On three sardonyx gems with 50gp each, a suit of half-plate,
the surface, the other hags will strike and try to push the and a Giant Slayer Glaive (see below).
other adventurers down the well.
If the adventurers see through the hag’s disguise, they
will launch their attack immediately with the enemy rules
below. If their lair in the well is discovered, they will also
attack immediately. This secret lair can be detected with a
DC15 Intelligence (Investigation) check. The disguised hag Wonderous item, uncommon
These uncommon magic stones contain a single
will attempt to distract the creature doing so in every charge, and crumble once this charge has
possible way. expended. They can be used to cast the following
spells: Spirit Guardians or Gaseous Form, which
will affect a creature holding the ghost stone
only. Each of these spells only has a duration of
five minutes when cast using the ghost stones.
The Great Split is a giant cut crack in the ice, which has
been hacked out by crude saws and other blades. The
broken variety of those tools can be found throughout.
These have been used by the Giants to cut open the great
hole in the ice, and there try to hunt the prety beneath. `
In addition, the shattered remains of snapped harpoons
can be found as well. As the adventurers approach, they can
see the bloody skinned bones of a large, long necked
creature. Its rib bones are still obvious upon the ice on the
south side of the crack. This is the body of a plesiosaur,
having been stripped of all it’s meat. In the distance, they
can hear a giant roaring as it fights another. The split is
sixty feet wide and approximately a mile long, running east
to west. Lake water bubbles up from within, creating a pool
of even more slippery ice in an area thirty feet from every
edge.
PART 3: LAKE SARENCHILL
26
Enemies: On the north side of the split, a Frost Giant with Treasure: There is nothing immediately valuable
a harpoon is trying to kill the plesiosaur it has already amongst the fishing gear and nets of this wharf, but if a PC
pulled from the water onto the ice. The Frost Giant’s succeeds on a DC15 Intelligence (Investigation) check,
normal weapons in this case are replaced by a butchering then they find a small bag of gold, seemingly forgotten. This
blade and a sheaf of harpoons. The butcher’s blade is contains 82gp, a cheap gold ring, and a love poem to
identical to the giant’s club, but does slashing damage. someone named “Sinari”.
The harpoons are ranged (100/400ft), doing 2d10
piercing damage on a successful hit. In addition, on a
successful hit, the target must make a DC20 strength
saving throw. If this is failed, the target is pulled thirty feet
towards the Frost Giant. The plesiosaur will not attack the The two masted ship has clearly seen better days
player characters unless they attack it, it is just trying to - both masts are snapped off about half-way up,
fight to escape. If the Frost Giant slays the dinosaur, then and every surface is heavily encrusted with silvery
they will discard their harbooks and start butchering the ice crystals. The ship is half-engulfed in the ice
animal on the ice. and it is clear that, if it were not frozen, it would
have sunk a long time ago.
Even from a long way away, it is clear that the old The Bein Dara is a small, two masted sailing ship that
wharf has seen better days. Battered and has been trapped permanently upon this ice lake for
dilapidated, the building seems to be sinking generations. Originally brought as a sailing ship and ice-
slowly down towards the lakefront and drowning.
Flaking paint and battered shutters are obvious
cutter, it served as a fishing boat for many years. After it
as you climb up towards it, wondering what
was trapped, the moving ice-floes crushed its lower hull,
creatures could ever call such a bleak place while the upper deck looks relatively unharmed. It is
home. rumoured that the crew, scared to risk the ice-floes that
surrounded them, went quite mad and ate each other. The
masts point up like jagged fingers towards the sky, wooden
and black against the blue.
The Old Wharf is a small, four room fishing lodge, with
two rooms at the front and two to the rear. Though it is icy There is no obvious way onto the main deck, and the rail is
cold and very dusty, it has not so far been raided by any twenty feet above the ice. The adventurers will have to
monsters who are upon the ice. For several generation this improvise a way upon it. Upon the main deck, they can look
lodge was used by the local people for fishing in both down into the lower deck and see the hole in the ice that
summer and winter. There are enough bunk beds for six has been cut there. The lake water splashes up from the
people and the fires can be relit for warmth. However, if darkness. With a successful DC12 Wisdom (Perception)
this is done and the Frost Giant from Point D has not been check, they can hear the low muttering of the Sahuagin
slain, they will come looking for the source of the fire. which are below. There is also the chink of metal upon ice.
Development: If the adventures venture into the cellar,
they will find the indoor fishing pond. This is fed by a low
cave where fishermen could sit within their houses and still This hatchway can be opened with a DC15 Strength check
fish in the waters of the lake while remaining warm. Within to break through the ice holding it closed. The ladder will
this space, the adventurers can encounter Pelagia (female lead to section C, the forward hull section of the Bien Dara.
merfolk, CG, see stat block) who has been tracking the
parties progress from beneath the ice. She has been
impressed with their progress against the lake's dangers In this part of the ship, the Sahuagin have been storing
and will tell them so. Because of this, she will carefully their trash - the smell of dead fish is intense. Frozen
explain the dangers that are ahead. There are a trio of Frost amongst the broken beams and hanging spars are several
Giants guarding the ice-cliffs, and they will attack anyone dead merfolk, some completely encased in ice.
approaching the cliffs. She is friendly but reserved, a Treasure: One of the Merfolk has a finely made gold
stranger out of her natural element. She will never leave necklace around their neck, which is worth 25gp.
the fishing pond.
Pelagia asks for the party’s assistance in a mission which
her people cannot complete. The frozen ice-ship, the Bien The eastern wall of the hold is broken, and ice is coming in
Dara, has become a haven for a group of Sahuagin who through the great tear in the wall. This lends the room a
have been harassing and hunting her people throughout cold, bluish light. In the centre of the room is the hole in the
the lake's bottom. Whenever the Merfolk chase after them, ice, where the lake water can enter this room. This water is
the Sahuagin flee into the sunken sections of the vessel freezing and follows the rules for lake water as given in the
and then block the way with heavy beams and timber. The introduction to this chapter.
Merfolk cannot breach the bottom of the ship and would Enemies: There are three Sahuagin in the room, who
like the adventurers to help with that. If the adventurers will immediately retreat to point E if they are observed.
can either open the way, or destroy the Sahuagin in the Once they are pursued southwards, two more Sahaguin
ship beneath, then the Merfolk will try to assist them in rise from the hole in the lake, along with a Sahuagin
their battle against the Frost Giants. Baron. They are carrying the body of another slain
merfolk, which they quickly discard to fight.
The Frost giants are guarding the only place where This point begins Part VI: The Climb. There are two paths -
Drangaskoll can be climbed. They are bored and absolutely one ice-climb which is six hundred feet straight up, with
up for a fight if one should come along. There is little cover three obvious ledges upon the way. The other is a narrow
and the giants will see anyone who is approaching from far winding path through the glacier crevices, which snakes up
away. They will roar their pleasure at such an interesting and around several of these great ice-crevices. The Player
encounter breaking up their so-far rather dull day! Characters will have to decide which way they choose.
PART 3: LAKE SARENCHILL
28
T
he Ironhunter mine was long a source of Each room has an alert and unalert status. This will change
wealth for those in the local area. Based based on if they have been alarmed or otherwise. To do
near the river, it long worked to send barges this, calculate the speed of the Duergar retreating, and then
of ore south down to Lamastop and the a round of speech to raise the alarm. Continue this until the
villages in the area. Originally owned by a Duergar is slain or the entire mine is alerted.
vicious pit boss, it was eventually taken over In addition, if the mine is alerted, a patrol of twelve
by the people of Lamastop for the mutual Duergar will arrive from the entrance to the holdfast in
gain of their village. The mine delved, the town prospered, Part V after an hour of in-game time as reinforcements.
and the monsters that were in the local area were kept at They will hunt down and try to kill the PC’s proactively,
bay. rather than just defending their rooms. They consist of four
All of that changed when, most believe, the ore ran out Duergar and four Duergar Stone Guard, as found in
and the mine was abandoned. This isn’t entirely true. Even Mordenkainen’s Tome of Foes, (p.184)
while the iron ore production was down, the mine still had
some viable sources to exploit. The issue had been that
they had broken into a deep, larger tunnel, from which
came great horrors.
It didn’t long for the stories of the Grey dwarves to This mine tunnel seems to just end abruptly, as if
spread throughout the miners; and as the rumours spread, the walls had moved and consumed it. But
the village could no longer find new workers for the mine, beyond, at the very edge of hearing, the noise of
no matter the wages they offered. For a decade afterwards, picks and shouts can be heard eching down from
the mine was abandoned. But travellers in the area said somewhere in the distance.
that they saw occasional tracks in the snow coming from
there. At night, it was said, they could hear the ringing
clang of ghostly picks against the stonework. None have The corridor is apparently blocked by impassable
been brave enough to go there seeking the truth. stonework. However, if the adventurers push in the edges,
they will find that there is the slightest give around the
edge, indicating there is a hollow space beyond. If the
These two parts of this dungeon - Part IV and Part V: The players can complete a DC18 strength check, part of the
Grey Dwarf Hold - replaces the adventure sections wall gives away.
involving the Utnar’s Saddle and Sarenchill Lake. The Enemies: The clay golem which has been holding up
Ironhunter Mine goes deep below the Saddle and the lake, this fake wall smashes its way through the remains of the
only emerging at the other side of the lake near the glacier. wall and attacks. It’s programming is to stop anyone going
From there, the adventurers will be able to complete beyond this threshold, and it will not move more than ten
section VI: The Climb before moving onto the final feet from the position of the wall unless attacked. If it is not
confrontation with Jarl Torfin within his glacial ice-palace. attacked for a single round, it will return to the position of
We would advise making this choice explicit to the players; the shattered wall and begin to rebuild it.
that by going through the mines they will avoid many of the
dangers upon the surface - including most of the patrolling
giant clan.
This does not mean they are remotely safe, however. The
mine avoids much of the dangers from the conditions and The smell of sweat and decay hits you as you
enter this room. It is lined with small cages,
the giants, but other, worse dangers lurk in the gloom. This where you can see the crumbled bodies of
might be a less open path but it is not a safer path at all. humanoids lying motionless. Within the rooms
Different challenges and dangers await. centre is a sealed hole, with a grating chained
atop it. A low mumbled song, mournful and
bleak, emerges from the hole.
The Duergar within this dungeon are highly This room is a roughly square room, thirty feet wide by
organised in case of riots amongst their enslaved twenty feet deep. It is lined with small, iron barred cages
Svirfneblin. If they are alone, the Duergar will which contain the living or dead bodies of four battered
choose to fight and try to raise the alarm within looking deep gnomes. In the room’s center is a deep
the Iron Hunter Mine. In small groups, they will circular hole, which has a heavy iron hatch over it. In the
try and send a runner back to raise the word oubliette beneath is Lenii (svirfneblin female, CG, see
amongst the other nearest room. statblock). This oubliette is nine feet deep and has a
If a room alarm is raised, all doors will be shut circumference of six feet in total.
and locked, with a DC17 Dexterity (Sleight of Alerted: If this room is on alert, the screams of the Deep
Hand) check required to unlock, unless specified
otherwise.
Gnomes within being butchered will emerge from the
locked door. The svirfneblin all be killed in three rounds if
nothing intervenes.
Enemies: There are two Duergar in this room, both
armed with spears instead of their normal weapons.
PART 4: IRONHUNTER MINE
Development: Once the Duergar are dead, Lenii will start If not, they will beg for their freedom. They will explain
shouting up in common for help. It will take a successful that their leader, Lenii, has been captured and they need
DC15 Strength check to remove the hatch from the hole, her to help organise them. The gnome doing the talking,
and then Lenii will need a rope or a ladder to help her Troitsk (deep gnome, CG, svirfneblin), will explain where
escape from this horrible cell. room B is, and beg the adventurers to rescue Lenii. If they
She is a young gnome, skinny from malnutrition but with do so, he will give the PC’s a ruby he had hidden (don’t ask
an undying fire within her eyes. Her voice is cracked but wear) worth 300gp.
still has some volume within it. Lenii explains that she was
the daughter of their old clan leader, before they were
captured by the Duergar and brought ‘up’ here to labour in
their mines. Her home is deep in the underdark, and there The party can call Lenii and her party of gnomes
is a way down. She wants help from the adventurers to as many times as they have message spells. They
rescue her people, arm them, and then try to fight their way have the stats for svirfneblin, be armed with war
to the dark passage back home. She is hopeful, but not picks and javelins rather than poisoned darts, but
naive, and would much prefer to die on her feet than live on only have AC11. They will be based in the room
her knees. But the PC’s arrival has given her hope. They the adventurers were last in, and will dash every
turn to arrive on time, moving at an average
ask if they could first help free the Deep Gnomes speed of 40 feet a turn. They will attack as a mob
throughout the mines, secure the armoury, and then they with a single initiative step, except for Lenii, who
can fight their way deeper into the mine. She also knows will go at the same time but make her own
where the vault in the holdfast can be found - and they separate attack rolls.
know how to get in there.
This room is full of shouts and cries, with the This relatively small room has various boxes and mining
blows of the whips and the resulting cries of the supplies within it. Most of the supplies are very mundane,
Svirfneblin. The shouts in Undercommon are including wooden props and joists, stone-working tools,
loud and echoing, and the background of and other sundry goods.
metallic picks and hammers upon stone
endlessly ring upon the stones.
Alert: There is a Psychic Scream Trap, which can be
detected on a DC16 Intelligence (Investigation) check. As a
magical trap, it can be disarmed on a DC12 Intelligence
(Arcana) check. If triggered, it will inflict 3d6 damage
This room is approximately thirty feet wide and sixty feet thunder damage on anyone within a fifteen foot box of the
long, with bare stones walls and a rock cut floor. The walls door. This damage is halved if the affected creature passes
are marked with pick marks where the ore has been a DC12 Strength saving throw. It also alerts the entire
extracted from the walls, and there are brackets for mine to the presence of the adventurers - if that has not
manacles from which long chains for the Svirfneblin who already happened.
are working slowly to mine this space. This space is where Treasure: There are D3 War Picks, D6 javelins, and as
the Duergar have been working their slaves to death. much rope as the adventurers might require in one of the
Alerted: One of the Duergar is monitoring the corridor boxes (up to one mile of rope).
through an observation panel in the door. Duergar
Hammers will smash down the door the moment the PC’s
are within five feet of the door, and attack with a surprise
round.
Enemies: There are three Duergar Hammerers This door is heavily barred but from the outside.
assisting the mining efforts, while four Duergar are From within you can hear pathetic whimpering
monitoring the Deep Gnome slaves within. These Duergar and soft weeping, along with the occasional
have whips as well as their normal weapons. The Duergar, snatch of short-lived, upbeat song. This is rapidly
if their hammerers are destroyed, will take the Deep ended with the snapping of whips against the
Gnomes nearby hostage and threaten to kill them if the singer.
adventurer’s don’t let them go. If they are let go, the
Duergar will immediately raise the alarm. This will create
the consequences as detailed in the introduction. This room is lined with crude bunk beds, hammered
Treasure: The Duergar have various assorted gems together out of wood and straw mattresses. These pallets
worth 150gp. They also have a pair of message spell scrolls line the walls on either side, and there is a table hammered
upon them. together out of boxes in the centre. Svirfneblin in chains
Development: There are 12 Svirfneblin in this room. If are wandering throughout the room, both male, female and
the PC’s have encountered Lenii in room B, then she will child. These deep gnomes are clearly resting before their
communicate with the Deep Gnomes. She will explain that shift, or eating the thin horrible mushroom gruel which
they can help if needed, but they would prefer to rest here was provided to them.
for a while, and salvage what weapons and armour they Enemies: There are two earth elementals and a
can from the dead Duergar. Lenii will talk to the other duergar soulblade within the room. The Soulblade can
gnomes, and they will give the PC’s a ruby worth 300gp. command the earth elemental to attack as a bonus action.
Lenii will explain that, if they use the message spells to This Duergar will also try to make the elemental protect
contact her, she will bring her folk into the fight. She also them, as they flee to raise the alarm. If the Soulblade is
has the message cantrip available to her. slain, the earth elementals will collapse.
PART
PARTIV:4:IIRONHUNTER
ON HUNTER MINE
31
Alerted: The door is being held closed by one of the
earth Elementals. Players must succeed on an opposed
Strength check against the Elemental to push the door
open. The other elemental and the soulblade will get a This largest room is, relatively speaking, light and
surprise round when this happens. airy. It smells of old food and sour, spoiled ale,
Development: There are ten adult Svirfneblin and six and the floor is worn from the tramping of iron
Svirfneblin children in the barracks. Eight of them will join boots. Even the hint of fresh food in the air
the Svirfneblin that have already joined Lenii, while the seems to be bitter somehow. Sour-faced Duergar
other two remain behind to look after the children. All were looks shocked as you burst into their sanctum.
enslaved by the Duergar and simply want to go home to the
Underdark.
If Lenii has not been freed, then Breznoi (male deep This room is thirty feet wide and about forty feet long, with
gnome, CG, svirfneblin) will beg the adventurers to free tables and chairs throughout. Beyond, in the second room,
their leader, Lenii, who has been captured and put in ‘the are the beds for the Duergar garrison. In the centre of the
hole’. They can’t tell the PC’s where that is, but they know room is a well, with water at the base of it. This well is
that it is near the mine’s entrance. uncapped and approximately forty feet deep. The bar on
the southern side of the room has several barrels of foul
smelling ale behind it. In the corner is the Iron Shod Fire
At this point, you can recommend that your
Cart (see below)
players go and free Lenii from Room A. If they are
Enemies: Within this room are six Duergar, two
not willing to do so, promote one of the other Duergar Soulblades and one Duergar Mind Master. If
Svirfneblin to perform the same role in the story the room is not alerted, they will be resting at the table or
as Lenii would have done. They cannot message eating their rations. The Duergar will need to run to the
the adventurers, but will come to help in the barracks at the back of the room to get their war-picks and
same way that Lenii would have done. javelins. It takes one bonus action to pick up their weapons.
Two will also work to aim and fire the Fire Cart.
Alerted: If the Duergar have been alerted to the PC’s, the
door main door will be locked. It takes a DC5 Dexterity
(Sleight of Hand) check to unlock this door - it is notably
This room is empty, and the rock face is cold and forgotten. simple to do. However, the moment this door is unlocked,
The only occupants are the long dead husks of Svirfneblin the Duergar will unleash the Fire Cart’s firepower against
which lie upon the floor, having clearly been worked to the doorway and any beyond. The door is AC10 with 15
death from their labours in the mines. hitpoints, and will automatically fail it's Dexterity saving
Treasure: One of the husks has a small silver ring upon throw. In addition, the smoke from the fire cart will inflict
their finger, with the inscription ‘Lenii’ upon the inside of the obscured conditions on every creature in this room.
the band. This ring is worth 2gp. This smoke will clear after five minutes.
PART 4: IRONHUNTER MINE
32
Enemies: If the entire mine was alerted to the PC’s and
the patrol dispatched (see chapter introduction) then they
Large object will be here, disembarking from the boats and getting
16 ready to attack the adventurers.
40 Development: This channel leads to Part V: The Grey
Dwarf Hold. The adventurers should complete any
The Fire Cart is a rare Duergar siege machine, business they have in this area before moving on. If Lenii is
which they use for clearing tunnels in desperate with the party and they have not freed the Gnomes from
close range battles. It uses a strange blasting Rooms C and D, she will beg the adventurers to help her do
power to propel a great hail of arrows all at once. so. If they do not, she will take her war pick and go to free
Many shatter on firing, making a deadly hail of them herself (predictably, she will die doing so.)
splinters which follow the arrows. Before the Fire
Cart can be fired, it must be loaded and aimed. It
takes one action to load it, one action to aim it,
and one action to fire it.
The Fire Cart fires in a straight
line, in a six foot wide by sixty foot long cube
from the front of the machine. Any creature
within that area must take a DC12 Dexterity
saving throw, or take 6d6 piercing damage. This
damage is halved for a successful saving throw.
1 1
Much of this chapter will involve the use of duergar boats
to transport the Player Characters and escapee 2 2 and 4
Svirfneblins. The boats will be the principal method of 3 4
travel across the surface of the lake and to attack the Grey 4 8
Dwarf Hold. The rules for these boats are detailed below.
There are two types of boats available in Part V: rowing
boats and barges. Rowing boats are faster and more
maneuverable, while barges are tougher but slower. Both
are propelled by oars, and each boat requires someone to Lenii and her folk will generally do what they are
operate them, ideally the strongest member of the group. told to do. Their objective is to get back home,
That person will be responsible for steering and propelling down the tunnel beneath the dwarf hold. If they
the boats forward. are attacked, they will all fight to defend
themselves, using the Svirfneblin, but with AC16
The speed of a boat is based upon the strength modifier and using javelins as their ranged weapon. If the
of the person operating the oars, as per the below table; players wish for them to accompany them for a
specific purpose - i.e. to attack a monster, they
will need to pass a DC12 Charisma (Persuasion)
check with Lenii to do so. Otherwise she will
0 20 ft. 10 ft. demur, explaining her folk are too weak and tired
to be any particular use in such a fight. If the
+1 30 ft. 15 ft. adventurers do manage to convince Lenii to
+2 45 ft 20 ft. fight, only half her folk will do so. The others are
left behind to guard any boats, their provisions
+3 55 ft. 25 ft. and the children.
+4 65 ft 30 ft.
+5 70 ft 50 ft.
The mouth of these caves seems to draw on The stained, carved walls of the Hold reach
even darker, a gloom within a gloom. It’s wide almost to the ceiling of the chamber, and their
mouth seems to breathe as you enter, pushing monolithic sides are heavy with dwarven
out a wave of stagnant air. But you can see a ornamentation and designs. Some have been
blocky, unnatural shape there. It seems oddly out disfigured by the Duergar, others have been left
of place in this water-carved cathedral of rock. to the ravages of time. Four large towers buttress
this bastion’s walls, and figures of the Duergar
can be seen throughout the hold, running too
and fro. They are moving quickly, with javelin and
This cave is very shallow, and has an ornate dwarven crossbow in hand. They are clearly readying for a
looking door at the rear of it. Beyond the door is a forty-five fight …
foot long corridor, three feet wide, leading to a small, ten
foot square room with a central dias. As the PC’s approach,
they feel their breathing getting more difficult. Anyone who
steps over the door’s threshold suffers from the The holdfast is an equally sized square building 200 feet
suffocation condition. A DC12 Knowledge (nature) check across. The walls are twenty feet high and have a five foot
reveals this is because of “blackdamp”, a kind of mine gas. wide gantry on the inside. There is a four foot high parapet
Terrain: At the end of the corridor is the Ice Eel’s Soul around the wall, and there are crenellations there which
(see below), placed on a carved stone dias and clearly will easily cover a dwarven from. Anyone attacking from
visible at the other end of the corridor. these positions will have half cover (+2 AC) when attacking.
There are two routes onto the second ledge. One moves
If the player characters have decided to climb the face, use roughly vertically, a demanding climb with ice that doesn’t
this section. If they have decided to take the winding path, look in great condition, while the other route cuts across a
you can move straight to that section. Take time to explain wide, well frozen ice-face and then beneath and around the
the dangers of both routes, and that both are equally ledge. If the PC’s take the first route then the distance is
dangerous in different ways. A party which has two strong eighty feet, but the difficulty is DC13. The ice chips and
members should be able to ascend without added risk. shudders as they strike it with axes, noticeably crumbling
as they try to drive their spikes in.
Argin and Torris are two younger Frost Giants who are
entrusted with guarding this path to the glacier. They both One of the trained defenders of the Glacier, two young
hate it because they want to go raiding with the rest of the Remorhaz will explode from within the glacier’s ice. They
clan, and feel that they’ve been left out because of their age will create a hole each time they move, and each hole is ten
and inexperience. Argin, in particular, has been thinking for feet in diameter. The remorhaz only move by tunnelling
a long time that he wants to go and form his own clan. through ice, and if they have any movement left after
Torris is less convinced, but is more impressionable than attacking, will move back into their tunnels to protect
his more confident friend. themselves.
When the adventurers arrive, Argin and Torres will be These holes in the ice will be connected by jagged cracks
impressed by their ability to survive the trials and traps which collapse, revealing the crevice beneath. The floor
which have been set for them. They’ll hail the adventurers will drop away in these cracks in a five foot area. To avoid
from atop the cliffs where they are resting in Giant. If no- these cracks, PC’s have to pass a DC10 Dexterity saving
one in the party understands Giant or they attack, the two throw, or catch onto the edge of the ice as it collapses
giants will fight back immediately. They each have D3 icy beneath them. The crevice below is fifty feet deep, and
throwing stones that they can use to throw, and then will anyone who falls will take 5D6 falling damage as per the
jump onto the path to crush the ‘puny adventurers’. Argin is Player’s Handbook (p.183). The Dungeon Master will have
on point C and Torres in on point D. to track these cracks in the ice accordingly, telling the
However, if the adventurers are able to answer in giant, players where they appear beneath the crack.
then Argin will start asking them a series of questions If, after three rounds, one or both of the Remorhaz
about how they survived this far. If the PC gives decent remain alive, then a massive crack will shatter across the
answers which emphasize their strength and skill, then a glacier path, running east to west from point E to the edge
DC10 Wisdom (Insight) check will show that both Argin of the map. This crevice is twenty feet wide, north to south,
and Torres' commitment to fighting them will begin to and breaks directly across the path. This will also be fifty
falter. A DC12 Charisma check will cause them both to feet deep. The players will need to make a Wisdom
lower their clubs and talk further. (Survival) check at DC10 and then a Dexterity Saving
Argin in particular is ready to leave, but speaks in a throw at DC12 to avoid the collapsing ice-sheet beneath
young, naive way about escaping his home. He is very much their feet. If they pass the Wisdom (Survival) check they
like a teenager wanting to strike out on his own. Torres is will get advantage on the subsequent Dexterity Saving
less convinced but will still ask the adventurers questions throw.
about where they could go. Good answers, emphasising the
chance of exploring and the many places they could go,
combined with a DC12 Charisma check will cause them to Once the Player Characters have escaped the glacier path,
become peaceful. they will be atop the ice-field of the glacier of Drangasjoll.
But as they are Frost Giants, they can’t just let the In the distance, a few miles across the ice, is the obvious
adventurers through without taking a toll from them - they and crude ice-block fortress of the Jarl Torrfin and the
need to start their new life with their best possible outlook. conclusion of their quest against his tribe.
They will demand a tribute from the adventurers. The PC’s
will need to give up a magical weapon or armour, or
adventuring gear totalling up to 300gp, to appease the
giants. If they do so, the two giants will take the ‘toll’ and
head off into the blizzard, never to be seen again. If the
adventurers haggle, they will need to pass a DC8 Charisma
check with an increased DC of 2 for every 50gp they try
and reduce the value by i.e, to only give Argin and Torres
200gps worth of gear will be a DC12 Charisma check.
Otherwise the giants will become enraged at this
‘unfairness’ and attack the Player Characters. Once this
situation is resolved, the PC’s can move on to Point E.
44
A
t last, the heart of the Axe and Sword Clan is
open. Atop the great glacier of Djangaskoll,
the adventurers can see the crude ice-manor Crossing the glacier is no easy feat in itself. The direct
that the Frost Giants have constructed for route is eight miles across the ice-field, with an unclear
their lair. It is not an elegant building. path to go. The terrain is both heavy snow and slippery ice,
Constructed of clumsily hewn ice-blocks and both rules are in effect for the entire journey.
leaned against each other, it looks more akin DM’s should roll a random encounter dice for every four
to a giant igloo than a fortress or a castle. Only the scale is hours which are travelled across the glacier. If a random
alien - this structure is built to a truly monolithic standard. encounter is generated, the DM can roll on the table below,
Even at this distance this clan hall seems over-sized, and or invent an appropriate encounter for your adventure.
this feeling only grows as the adventurers approach. Snow
flurries more akin to blizzards are blown from its roof, and
the air seems to chill yet further as the adventurers The party hears the howls of an
approach. Throughout the area are the skeletons of slain upon the wind, echoing around the icy fields. It will
mammoths; these furry elephants have clearly been both attack the rear-most adventurer in the marching
mount and food source for the Axe and Sword clan. order.
Around the ice-lair are the many bones of the Two ice-trolls (see ) climb effortlessly from
mammoths, sticking out of the ice where they have been a nearby crevice upon the glacier. They attack
left behind. The hundreds of mammoth tusks have been immediately.
stuck into the ground around as a crude fence, separating
an area on the outside of the fortress. An enraged , wounded by giant clubs,
shivers and approaches the party.
Jarl Torrfin and his people have been within this lair for a
long time, but have not raided the local area until these last Five attack from a nearby cave.
few months. With the shrinking of the mammoth herds The remains of a slain frost giant lie by the body of a
which used to frequent these areas, the Frost Giants slain mammoth. There is 2D6 pounds of ivory which
decided to range further, down through the pass and into are available to the party.
the warmer lands there. The Jarl has found that, within ‘the A terrible crevice opens beneath the adventurers
soft lands’ as he has named them, there are goods and food without warning. Each adventurer has to make a
aplenty to keep his clan hale and hearty. Such goods are DC15 Wisdom (Survival) check followed by a DC12
controlled by the ‘soft people’ who cannot hold against his Dexterity saving throw. If the adventurers pass their
giants. To the victor goes the spoils is Torrfin’s approach, Wisdom (Survival) they have advantage on the
and as yet no-one has shown him that it is wrong. saving throw.
The Bone Fence consists of three different areas - the The gatehouse is guarded by a single Frost Giant who is
Gatehouse, the Courtyard and the Mammoth Pen. The keeping a lazy watch on anyone who is approaching. They
ground is not snowy; the paths of giants and mammoths will attempt to close the frost-hardened bone and wood
have torn up the snow throughout this entire area. gate which they are standing beside. It takes a full action to
However, it does class as slippery ice. The wall surrounding close the gate.
this area is thirty feet feet, topped with sharpened, broken This gate has an AC15 and 80hp. At 40hp, the gate
ivory. breaks down to twenty feet high and classes as half-cover
When the Axe and Sword clan first arrived at this glacier, for a giant.
they needed a place to rest and stay before embarking upon
their raids. There was no convenient ruins or huts which
they could occupy, so they instead decided to construct a In the corner of this area is the giant’s meat store. The
crude structure of the most convenient material they could hanging meat are huge chunks of yeti and mammoth
find: large blocks of ice and tree trunks, mixed with the stakes, each the size of a medium sized creature's torso. If
bones of the yetis, mammoths and Remorhaz which the any meat or goods were stolen from Lamastop, then these
Frost Giants have been hunting for food and to train. These goods will be here as well. In addition, there are piles of
were all crudely assembled and then had boiling water other goods such as furs, barrels of mead, iron ingots -
thrown over them to form great slabs of ice. These blocks many of which have marks from other villages and towns
were then thrown together into this blocky, ugly structure. throughout the region. There is one very drunk Frost
Within and without it is icy and cold; perfectly comfortable Giant there, who has the rules for beserk when in combat,
for a Frost Giant but unpleasant for everyone else. and any movement checks at disadvantage.
This entrance way is approximately twenty feet wide and This throne is the resting place of Torrfin, and it is
twenty feet long. Above the corridor, the roof is surrounded by the stripped bones of the mammoth meat he
approximately twenty-five feet high and formed with jagged has gorged upon. Mixed in with these cracked skeletons
blows into a clumsy archway. The floor beneath is a slick are the chips and pieces of broken stonework. The seat of
sheet of ice, but is lumpy and uneven from the many feet of the throne is ten feet high, and the armrests are a couple of
the Frost Giants which have progressed along it. Graffiti is feet higher than them. The back of the seat is about twenty
there, clumsily written in very poor giant, and mostly feet, and the whole chair is constructed out of cracked, dirty
consisting of insults to other giants. Punctuating the graffiti stone. Where the stone was once beautiful and carved, but
are very crude drawings to emphasis these ugly words! the brutal treatment of the giants has ruined what was left.
This is where Tscira the Manticore is prowling, looking for To the west of the throne are the shattered statues.
any intruders. They have been aware of the battle outside, These are beautiful sculptures in an ancient elven style,
even while the others are drinking heavily and apparently twelve to fifteen feet high each. Sadly, the statue at the
unaware of what’s going on outside. If they see the north and southern ends have been knocked over and now
adventurers, the Manticore will howl loudly to bring lie in the ice, hopelessly smashed.
attention to them, and try to fight the adventurers.
PART 7: THE LAIR OF TORRFIN
48
However, the middle statue bears a striking resemblance to
the statue in the centre of Lamastop. This statue has a
single red jewel embedded within the hand. This jewel can
be removed with a DC12 Strength check, and this does not
lead to a further effect. However, the jewel is a flawless This book can serve as a jumping off point for
ruby worth 300gp. tier two campaigns, and the adventurers should
Torrfin and his two lackeys are here, drinking and be at least level seven or eight by the time they
swearing. They will use the pieces of masonry to throw as have completed this quest. There are several
they attack the adventurers. They are aware of the danger places where your campaign can go next;
of the crevice running across the floor and they will try to
avoid stepping on it. As they have been drinking, they will
be at disadvantage for Perception checks during the first What is the relationship between the Duergar
combat round. After this, they will fight and act normally. and the Clan of Axe and Sword? Was it merely
a mercenary arrangement, or was there a
more formal agreement between the as yet
unknown leader of the Duergar and Jarl
This is the haul of the Jarl, the goods which he has tithed Torrfin? After all, access to the surface and a
from his clan as they went raiding. These have been piled protected place to retreat to is extremely
up roughly in a great heap, with gold and jewels falling important for any of the folk in the Underdark
headlessly out of the shattered boxes and crates. Within to use. What was this agreement and how did
this great heap of treasure can be found: 3211 gp, 120 pp, it come into force?
Small Silver Mirror (25 gp), Fine Cloth Hunter's Cap Where did the great lock up the Giant’s door
trimmed with Sable (25 gp), Pewter Vase (25 gp), Fine come from? What was the relationship
Steel Cloth Hunter's Cap (25 gp), Pewter Necklace (25 gp), between the Fire Giant clan that created this
Potion of Frost Giant Strength, found in Dungeon Master’s and their more raider-like allies? Is there a
Guide (p.187), Potion of Invulnerability, found in Dungeon great clan of fiery giants ready to descend
Master’s Guide (p.188), and the Flail of Remembrance (see upon the local area, looking for revenge for
below). This flail has just been tossed aside as if it is not their fallen allies and (more importantly) the
important or valuable. loss of the valuable supplies which they were
bringing the Fire Giants?
STAT BLOCKS
50
Iceria is the local cleric of Auril within Lamastop. Like
her goddess, she is sometimes known as the Ice Maiden to
the locals who live under her cold care. Despite believing in
a nominally 'evil' deity, Iceria helps the village of Lamastop
thrive during summer and winter. She sees her role as
aiding in the turning of the seasons, welcoming winter back
as a natural part of the year.
Her acolytes assist her in this, following Auril's callous
seeming rituals throughout the months. They all believe
that they can entreat the Frost Maiden to give mercy
through their sacrifice, saving those around them from
winter's true harshness. Whether rightly or wrongly, the
people of Lamastop appreciate the efforts they make on the
village's behalf and it has been noted that shorter winters
and less snow have affected the town since Iceria's arrival.
Personality Traits. Iceria embodies winter in all its
chilling touch and cold, icy beauty. Her voice is that of a
gale in the winter's night, and her touch is like gentle
frostbite. This cleric of Auril is not callous or cruel, just cold
like the snow on the skin and unflinching in the face of her
demanding goddess.
Ideal. Iceria is as devout as any other cleric, but seeks to
protect those under her care by entreating and sacrificing a
few to save many. All of her clergy are aware of this, and
they would be willing to sacrifice their health and lives to
Auril if it was required to lessen winter's bite.
Bonds. The cleric has many bonds with those in town,
having worked to protect them for many years. She is
closest to Margrave in the Giant's Head Tavern, and Drilk
Vulcan in the waterwheel. Others in the town keep much
more of a distance, but appreciate her more after the giants
have finished their raid.
Flaws: Iceria's coldness means that she does not feel
particularly close to her clergy, despite their devotion to her.
She is willing, should it be required, to sacrifice them to her
goddess in whatever way might be required. She justifies
this as being an act 'for the greater good' of the village. As
yet, human sacrifice has not been required. Iceria knows
that one day, when the winter is coldest, that may be
something Auril asks of her. She will have no hesitation in
doing so.
STAT BLOCKS
51
Lenii Gemsplitter was a humble gnome when she lived
within the Underdark, following her clan's profession of
mining and delving for gemstones in the rock. The
Gemsplitter clan had excellent seams to mine in the area
around their village, and so they followed their instincts
and plied their trade amongst the endless gloom. Lenii was
just one of the several hundred miners who endlessly
delved.
It was in that darkness that she had her first encounter
with the diety called Callarduran Smoothhands. This god
of the Deep Gnomes came to Lenii while she worked and
so she felt the call to his side; to guide and protect her
people beneath the earth. In this way she became a cleric
of Callarduran, and took the place of the last cleric who
had recently died.
Her gentle life of healing, prayer and comfort was
brought to a sudden violent halt when the Duergar slave
gangs came upon their village. Despite the Svirfneblin
having paid their protection in recent months, such
promises did not survive the Grey Dwarf's desire for
disposable labour. Rounding up all of the Svirfneblin amd
slaying those who did not agree, they marched the dozens
of slaves towards the Ironhunter MIne. There, enslaved and
held to her task, she found her will changing from just
providing succor to fighting back where she could. Tired,
worn out and sick at heart for those around her, Lenii tries
to protect her people from the worst of the Grey Dwarves
abuse. The Deep Gnome cleric seeks out a way to free
them and return them back to their darkened home.
Personality Traits. Lenii is both tough and devout,
focusing on solving problems and dealing with difficulties
in the best way that she can.
Ideal. Lenii wants to protect her people and return them
home. In this way, she merely seeks to lessen their
suffering and keep hope in their hearts.
Bonds. The Deep Gnome feels close to her diety,
Callardun Smoothhands, and many of the folk in the
Gemsplitter clan. In particular, she is close to Breznoi and
Trotski, who have helped her in the past.
Flaws: Lenii's caution can occasionally get the better of
her, causing her to choose to not take risk where they could
bring great reward. Her desire to protect the members of
her clan will often override any other desire, and is often
described by those around her as 'suffocating.'
STAT BLOCKS
52
Ideal. Lenii wants to explore and lead her clan to further
safety and success. She is willing to fight to do so, leading
her folks into battle against their enemies where she can.
Bonds. Pelagia is close to many of her folk in the clan
beneath the lake. She has Andaman as her close friend,
and is reasonable close to Iceria - the Ice Priest was the
first to meet and greet the Merfolk when they first arrived.
Flaws: Lenii has struggled to react against the Sahuagin
threat, as she has tried to discover and negotiate before she
moved to action. This has led to her to act angrily and jump
to conclusions much more than she used to. This
recklessness could easily lead to even worse outcomes.
STAT BLOCKS
53
The Ice Trolls are found throughout the Savage Lands,
having adapted long to the cold of these areas. They are
endemic to the caves and bridges, and have developed
many different hunting patterns they can use to be
successful.
While other creatures adapted to the cold by growing fur
or layers of fat around their bodies, the ice trolls seemed
instead to wither around their organs. Possibly something
to do with their regenerative powers, ice trolls are taller
and skinnier than more common trolls. They have longer
limbs and vicious longer claws, helping them to move
through the deeper snow that they live within.
They are a menace to any prey who happen to come
across them, including adventurers, yetis or other
predators on the snow. Ice Trolls in particular are known
for being wounded and falling beneath the snow - before
emerging again minutes later, regenerated and ready to
chase down their equally wounded prey.
STAT BLOCKS
54
55