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The Blizzard of Axe and Sword

Adventure

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Jarad Kendrick
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90% found this document useful (10 votes)
4K views57 pages

The Blizzard of Axe and Sword

Adventure

Uploaded by

Jarad Kendrick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 57

Head Writer: Kieran Mathers

Players Handbook, 5th Edition, WOTC, 2014.


Development: Gemma Dass, Tom Hallam and Nadhirah
Nadz, Owain James (proofreading). Monster Manual, 5th Edition, WOTC, 2014.
Artists: Art used under the Community Content Volo's Guide to Monsters, WOTC, 2016.
Agreement, Kieran Mathers, Dean Stockton, Adela Quiles,
Dan Comerci, Shutterstock, Storm King's Thunder, WOTC, 2017.
Graphic Design and layout: Tetracube (https://tetra- Frostburn, WOTC, 2004.
cube.com/dnd/dnd-statblock.html) for stat blocks, The
Homebrewery, (https://homebrewery.naturalcrit.com/) for The Monsters Know What They Are Doing, K. Ammann,
layout and text. 2018.
Playtesters: Gemma Dass, Claudia Emmanual, Kris Volo's Guide to the North, TSR, 1993.
Gottier, Tom Hallam and Nadhirah Nadz.

Bob Greyvenstein illustrates the terrible Frost Giant


Chieftan, Jarl Torrfin the Bleak, launching an attack upon
his enemies in the depth of a blizzard.
Disclaimer: Battling a clan of frost giants may be
detrimental to your financial security, emotional health and
bodily integrity. If you experience side effects such as being
torn limb from limb, crushed flat, or eaten, please consult
your local doctor, cleric or necromancer for treatment.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Kieran Mathers and published under the Community Content
Agreement for Dungeon Masters Guild.
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.

While the enemies are bad enough, the cold environment


which Frost Giants thrive in can present its own
challenges. The cold and ice will be hard enough to
conquer for many adventurers even before they start to Snow Fog Clear Sky
fight. The general rules for Environmental Hazards can be Clear Day Grey Sky Low Cloud
found below - any specific environmental hazards which Grey Cloud Bright Sun Snow
are present in each area will be explained at the time.
These rules are taken in part from The Whitefaire Blizzard Hail Snow
Adventurer’s Guide. Fog Snow Blizzard
Travelling in snow is slow, difficult and demanding. It
requires specialist equipment and skills even to make Hail Blizzard Fog
progress in these environments. Ponies, donkeys and other
non-specialist pack animals can survive cold weather but
they travel slower in the deeper drifts.

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.

The principal (but by no means only) enemies in this


adventure are Frost Giants. Before you start this module, it
would be useful to just review the section on Giants within
the Monster Manual before you begin. This should
demonstrate the difference between these creatures and
more regular monsters you might fight in D&D.
In this adventure, one of the most important factors to
consider is how the weight and size of a frost giant affects
the physical environment around it. When a Frost Giants
steps, the ground around it literally shakes, and a great
cloud of snow erupts around it. The incredible height of a
frost giant, over 21 ft tall, means that it can look over many
smaller trees in the forest. A medium sized creature would
need to crane their neck almost to it's limit to stare up
ointo a Frost giant’s face.
Solid looking ice-lakes will crack under the weight of a
Frost Giant, and the tracks of their footsteps in deep snow
could be several feet deep, and more than 10 ft. apart from
each other. Their footsteps and their booming voices can
even trigger snowfalls and avalanches when they are in the
mountains and hills of their native realm.

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:

Under a grey sky threatening snow you approach


Ahead, a trio of enormous figures are battering at
the village. All you can see the smoke rising from
the palisade walls ahead of them. Their long rank
several ruined buildings. These could have once
hair, blue skin and tattered clothing leave no
been homes or workshops, but with fire
doubt who these Frost Giants are. From beyond
consuming them it’s impossible to tell their
it, you see a rain of black arrows falling amongst
original purpose. Amongst the smoke and
the enormous attackers, while they throw rocks
flames, human bodies can be seen - some with
back over the palisade towards whomever is
shattered weapons and all with terrible injuries.
fighting them.
Amongst the smoke and ruin, a dog-headed
humanoid figures can be seen chewing on what
remains are left. It appears a gang of
opportunistic predators have followed the Frost If the gatehouse has already been reduced to 0hp, read the
Giants! following to the players:

Ahead you can see the wreckage of the


This area consists of four burning houses, one destroyed gatehouse, where logs lay smashed and
house and one undamaged house in the centre of this area. shattered. In the distance amongst the houses of
To the west is the fishing dock, with it’s roof destroyed and the village, three large figures are laying waste to
the barrels of fish stolen by the giants. A few fish are spread the buildings. But arrows still lashing out from
throughout the area, in a trail leading south towards the other, smaller figures there. Resistance has not
main village. yet ceased and whomever is there continues to
The lake to the south is partially frozen around the bravely fight on.
edges, with ice that will crack from the slightest weight. A
channel has been cut from the fishing dock to the lake’s
centre to the southwest, and an undamaged boat remains If the gate is broken, the Giants will move into the town as
within that channel. per the ‘Frost Giant Behaviour’. The scouts will scatter into
Enemies: Amongst the burning building is a pack of the streets, trying to stay out of melee range with the
eight gnolls with two gnoll pack lords. They are operating giants. The giants will use their bonus action to rip off the
as two separate groups of four gnolls and a gnoll pack lord. building's roof (which is easily torn apart) and then their
One is eating the corpses of the slain in the centre of the action to loot what’s beyond. It takes 3 actions to loot an
burning houses, while the other is consuming what little entire building. If the building is entirely looted, then it will
fish are remaining around the dock. Once one group is be classed as ruined. If the giant is unable to finish looting
engaged and are able to let off a howl (free action by one the building, it will be classed as partially damaged.
gnoll), the other group will home in and join the fight. If they are struck by attackers, the Frost Giants will use
Treasure: Each of the Gnolls pack lords have 55gp in thrown rocks or melee attacks to kill the warrior who
their filthy clothing. If the adventurers pass a DC15 struck them, but otherwise focus on looting and theft.
Intelligence (Investigation) check, they will discover a rich Treasure: There are few valuables upon the Frost
looking merchant corpse in the burning house. If they Giants. However, the last giant to be slain has a +1
remove it, the corpse has 7pp in his belt pouch. Greataxe which it has used to based it's oversized weapon
upon. If taken to the smithy (if it’s still intact), for a payment
of 100gp it can be restored to its original state.
As the adventurers are approaching, the DM should be Any dead scouts have their bows, short swords and 5gp
rolling for the attacks which the three Frost Giants are each. However, the other scouts will not easily allow the
making upon the gatehouse and the rangers on the bridge adventurers to loot their dead comrades!
beyond it. There are four scouts, led by their leader
Allynaut (human non-binary, CG, veteran) on the other side
of the bridge to the south, firing arrows upon the attacking
giant as they try to batter down the gate. One giant will Once the giants are defeated or driven off, the villagers will
attack the gatehouse which is AC18 with 80hp. Once it is come down from the Temple of Auril and gratefully thank
reduced to 0hp it will collapse and cause no impediment to the adventurers for ‘saving’ their homes. This gratitude will
movement. The other giants are hurling rocks at the be moderated by the amount of damage which the town
scouts, trying to stop the irritating pin pricks of arrows took, but the villagers are still pleased to have got through
which are endless falling against their cold hardened skin. this experience with their lives.

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.

The ice-temple of Auril is a tall, stone building with two


central columns and a tall tower behind it. Behind its large
central doors is a cold, marble lined interior, the whiteness
of the rock echoing the snow and ice which makes up
Auril’s code and character. The temple roof is held up by
two large circular columns, each with intricate carvings of
snow. On a DC12 Intelligence (Investigation) check the
character realises that, just like real snow, none of these Within the temple is the blue-tinged skin and white
carvings are identical. In the centre of the temple, running haired figure cleric Iceria (human female, NE, see stat
down the towards where the great tower would be, is a block). She wears nothing but a fur-lined cloak, hood, and
deep stone lined hole where a great block of ice sits. The the six-pointed snowflake of Auril on a choker at her throat.
freezing temperature radiates out from it like a physical The tall woman talks in the whisper of the blizzard-storm,
sensation, grasping with fingers of cold upon those within. with the softness of a peaceful winter’s death. As the cleric
No matter the temperature outside, the temple of Auril is speaks, she will touch the adventurers on the face and
always colder. hands, leaving behind a coldness which lingers. Iceria is
At the end of the temple building is a large, frozen pond, able to grant cleric spells up to 5th level for the price of
surrounded with stone. The alter for Auril is atop it, a 75gp per spell level (i.e a third level spell would cost 225gp
carved image of deep blue, permanent ice. The imagery of to be cast).
Auril, reaching down to cast the blanket of winter across Development: Iceria is willing to pay the adventurers to
the land is in equal parts astonishing and terrifying. slay the Frost Giants. The people here are under the cold,
The worshippers are noticeably divided. While the protective gaze of Auril, and her goddess demands that the
villagers fled here to survive the Frost Giant attack, it is not cold wind of vengeance is cast upon the creatures who
clear if they are true believers in the Ice Queen. Most might threaten her congregation. She will offer 500pp if
appear to be running to the largest stone built building in they are willing to track any remaining Frost Giants, and
the village, and leave once they are sure the situation is bring back proof that the quest has been successful. Iceria
safe. None-the-less, some worshippers remain, wrapped up is also willing to pay well for a trophy from each giant they
tightly against the cold, whispering their prayers. There are slay - feet, hands or teeth. For each of these trophies, she’s
three more devout worshippers clad, only in their able to pay an additional 250gp.
underwear, who kneel before the altar and stay as still as If asked where to start, the blue-hued cleric will say that
they can. From their blue skin, shivering limbs and white- all such raiders go back to the mountains where they came
cold limbs, these worshippers are clearly freezing from. Frost Giants are not careful about their tracks and it
themselves in honour of their god. should be obvious which way to go.

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.

If the adventurers decide to rest in Lamastop, there are


many ways that they can spend their time, including:
The buildings on fire outside of the village will need to
be extinguished, as the flames could spread to the
fishing dock there. If a player character assists with
that, with a DC15 Intelligence (Investigation) check,
they can salvage valuables from these houses worth
25gp.
They can assist with repairing the front gate. This will
require six hours work and a successful DC12 Strength
check. The adventurer will be rewarded with 2D6gp as
a thank you for their efforts.
Development: If they survived, Allynaut will come to
explain the situation to the PC's. Despite the defence of
the Lamastop, the Frost Giants have taken much of
their food in previous raids. The village will starve if,
come winter, they don't recover these supplies. Allynaut
has no payments for the adventurers but they will beg
for help in recovering these supplies. If they can remove
the clan, the village can recover what they need.
Once the party have completed all of their activities
within Lamastop, they can travel to the pass of Utnar's
Saddle.

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.

This mountain pass was said to have been created by the


giants which live beyond it. It is said that a mighty cloud
giant, seeking a way to bring his terrible allies into the While tracking the Frost Giants is easy, you can
warmer south. This, despite the fervent belief of the people always build the tension by having a heavy
in Lamastop and other villages, is probably not true. The snowfall during the night, obscuring their tracks.
river Ouze, running from the glacier and the Mistral Plain This will mean that the adventurers have to pass
a DC12 Wisdom (Survival) check to continue
beyond, is far more likely to have worn down this steep following them, or risk becoming lost.
sided valley over many hundreds of generations.
Nonetheless, this valley has been the route of hunters going
both north and south.

PART 2: UTNAR'S SADDLE


13
The adventurers will have to travel thirty-four miles in the
snow to reach the pass in the mountains. You can use the The wind howls as you climb through the thick
chart at the beginning of this book to calculate the travel snow, towards the jagged gap between the peaks
time, based on party speed and equipment. The Frost high above. The forest drops away to almost
Giants have made no effort to cover their tracks and so the nothing, and the air thins as you climb ever
torn up snow is easy to find and follow. The forests are upwards. At last, you reach the great pass of
thick pine wood, and the snowdrifts can be up to the chest Untar’s Saddle, and confront this frozen, jagged
space of cliffs and mesas. To your right, the river
of the adventurers making their way towards the gurgles and splashes its way through the deep
mountains. ravine at the Saddle’s base, whispering a melody
While travelling, the party has a chance of random of frozen water on its passage south to the long-
encounters. Follow the rules given in the Dungeon Master’s lost sea. Across the canyon is a low stone bridge,
Guide (p.86), and if a random encounter is generated, make and in the middle distance you can see the fog-
a roll of the table below. topped ruins of an ancient tower. Far below, on
the other side of the river, the snow-topped
buildings of a forgotten mine works can be seen
The party is ambushed by a pack of . in the distance.
This pack consists of four wolves, who will attack
to try and maim or kill a single adventurer and drag
their corpse away to eat.
The pass of Utnar’s Saddle is eight miles long and three
An ice-troll (see ) looms out of the forest,
as you have wandered into ‘their’ territory. They
miles wide between the two mountains. It is covered in
will adopt an aggressive display posture, before snow and the atmospheric condition changes within the
attacking to get the adventurers to retreat from pass at what seems like a moment’s notice. DM's should
their land. Make a weather check every hour that the adventurer’s are
A and a baby mammoth ( )
within Utnar’s Pass, and apply the effects accordingly.
are making their way south. If the baby is attacked The snow is brand new and fresh to the touch, and it sits
in any way, the mother will have the special like a carpet upon every surface. Any tracks which had
rule for the entire combat. been there are thoroughly destroyed. However, the
A curious comes foraging for food, and
geography of the place dictates that travellers can only
is not immediately hostile. If given any kind of move north or south - so any surviving giants have gone
food, it will leave, and then return 24 hours later. north, or came from the north.
There are several, loosely connected paths which can be
The party discovers a grumpy While they
are not willing to move, if the party pass a DC12
followed, all of which led a different way through the pass.
Charisma (Persuasion) check, the Treant can offer a The choice is up to the party if and where they follow the
short cut to cut six hours off the journey time. paths, and the route they take towards the other side of the
A goblin raiding party, from the Kingdom of the
mountains.
Moon Watchers, attack. This band consists of three
and twelve . They operate in
three loose squads of a boss and four goblins each.
The party stumbles across a small cave within the
deep forest. There are three sleeping within The trees of this forest seemingly shine as if
the cave. They are surrounded by the bodies of made of precious gems, sparkling in the watery
their victims, which includes ripped apart animals sunlight. Even the trunks of these tall trees are
and pieces of richly dressed humans. Within the surrounded with a layer of silvery ice, held in
cave are 25pp and a Ring of Protection +1. stasis by the cold. Ahead, the first of the great
A on the hunt for gold and mesas is surrounded by sheer cliff walls ...
jewels, attacks the adventures. They will go for the
richest dressed adventurer and attempt to slay
them for their wealth. If the dragon is badly
wounded, it will fly away and seek an easier target. The Crystal Forest is a large wood at the entrance to the
pass, of low, round topped trees covered in ice. The snow
The party encounters a group of three Frostkin between them is clear and open. The path through the
, led by Svra Sleetsinger (frostkin female, N,
). They have just finished their hunt and are
forest is approximately five hundred yard long before it
carrying two slain elk home with them. They will reaches the base of the mesa to the north.
trade for common and uncommon items, but will Enemies: Guarding the pass is a Frost Giant, Snagorg,
not accept gold for the goods. They will only and his two pet worgs, Snapper and Ripper. Both Worgs
barter. On a DC12 Charisma (Persuasion) check speak giant. The trio will attack anyone who comes within
and an appropriate item of the same value, Svra their forest, as they are seeking to try hold the pass against
will part with her longbow +1 invaders. Snagorg will draw attention to himself, and then
With a terrible rumble, a explodes out of Snapper and Ripper will come around the sides to flank. If
the snow. It’s aim is to swallow two medium Snagorg is terribly wounded or dying, he will order one of
creatures and digest them. It will use its ability to the worgs (capital?) to run and raise the alarm of the rest of
hide in the snow to make hit and run strikes,
retreating with a swallowed creature to finish
the clan. If they are able to do this, the Giants riding
digesting them. After eating two medium creatures mammoths from the Old Quarry (Point I) will be moving
(or equivalent) it will flee. south.

PART 2: UTNAR'S SADDLE


14
PART 2: UTNAR'S SADDLE
15
Treasure: Snagorg has a great chain around his neck, At either end of the bridge is a partially ruined stone
worth about 190gp. At its center is a diamond worth 300gp arch, atop which a hooded figure looks down upon any
in a golden housing. travellers. Their features, like the stonework around them,
have been worn down to almost nothing.
Terrain: The entire bridge is covered in a layer of
slippery ice, as detailed in the Dungeon Master’s Guide
(p.110). In addition to this, the parapet of the bridge is
Deep in the cliff of the Mesa is a dark cave, unstable. If a creature falls or is pushed against this, roll a
which seems to breathe as the adventurer’s D6. On a 4+, the parapet gives way. The character must
approach it. They could find shelter in it’s warmer then take a DC10 Dexterity check or be at risk of falling
embrace, getting out of the endless snow and from the stone work. If an attack of any kind strikes the
ice. But surely they cannot be the first people to parapet, it will give way automatically.
discover this space, and seek out some relief in Enemies: A pair of ice trolls (see statblock) hunt upon
this freezing wind. this bridge. Both of these trolls have the loathsome limbs
variant rules. They wait, hidden beneath the ice at the base
of either end of the bridge, attacking only when the
The cave is a eight foot wide passage which broadens into adventurers are in the middle of the bridge. They seek to
a wider, sixty foot wide chamber with a stone roof kill their enemies, or throw them into the pool below to
approximately 30 feet above. The space is broken up with freeze to death.
stalactites hanging down from the ceiling. There is a smell Treasure: There is a frozen bag of gold and jewels which
of wet rot and the sound of dripping water is constant, the trolls have as a horde, hidden amongst the ice at the
though the floor is thankfully free of snow. Eastern end of the bridge. It contains a potion of greater
Enemies: Within the centre of the room, wrapped healing, a scroll of Flaming Sphere, and 287gp. These are
around it’s eggs to protect them, is a white-scaled, sleeping all frozen into a single mass and will require gentle
wyvern. If the adventurers pass a DC15 Wisdom defrosting to get to. Alongside the horde is the half-chewed
(perception) check, they can see the other dark brown body of a person clad in elaborate, expensive robes.
wyvern high up on the roof, keeping guard. It will not attack
unless the other wyvern is disturbed, it detects an
adventurer approaching, or something happens to its eggs.
They will fight to defend their eggs but not pursue anyone
outside of the cave unless one of the eggs has been taken. This old mine is seemingly abandoned, the gear
Treasure: The eggs of a wyvern are expensive and can and mine carts left outside to rust in the deep
be sold for 300gp each to an interested buyer. In addition, snow. However, a closer inspection reveals that
on a DC15 Wisdom (Survival) check, D3 vials of wyvern this mine may not be as abandoned as first
poison can be harvested from each slain wyvern. This can thought. There are footprints around the
entrance of the mine and the main prop has been
be used on blades or arrows to add an additional 4d6 replaced with fresh wood. Whomever is using
poison damage on a target if they fail a DC15 Constitution this mine entrance now is clearly trying to keep
saving throw, or half as much damage on a successful save. their presence unnoticed for the time being.
Terrain: This room is warm and, if the wyverns are dead
or chased off, a comfortable place to rest. Any long or short
rest will suffer the effects of cold and ice, as detailed in this
book's introduction.

Heading down a steep cliff path, you can see the


stone bridge ahead of you. This worn stone
structure spans the gap between the icy ledges
of the east and west banks. The river beneath
tumbles down a small waterfall and smashes into
the pool beneath. The rising spray has formed
great icicles upon the bridge’s base, hanging
down like needles threatening the river. There is
just a subtle flash of movement at the bridge.
Something is waiting there, but it is impossible
as yet to see what it may be.

The bridge is constructed of ancient stone, with a three foot


high parapet on either side. It stretches sixty feet across
the deep gorge where a waterfall throws spray up beneath
it. The stonework is old and worn, with what could have
been decoration upon the parapet long eroded into illegible
scratches.

PART 2: UTNAR'S SADDLE


16
The mineshaft is approximately eight feet wide while about
six feet high. The roof is propped with wooden beams
which seem to alternate between old rotting wood and
some wood which has been made merely to look like it is
ancient and worn down. The mine’s tunnel stretches As you approach this mesa, the air seems to fall
silent and the ever present wind seems to vanish.
downwards for about one hundred and twenty feet at a This cruel slab of sharp sided rock has vertical
steep angle, sinking into the gloom as it disappears. The air cliffs at all it’s edges, and the soft spray of snow
is thick with age but not the mildew sense of an abandoned falls atop you for the high surface. The silence is
space - something has been maintaining this mine for a eerie until a sudden, shrill shriek breaks through
reason. But the general direction of the mine is it, and shadows erupt from the surface of the
northwards, and it leads in roughly the same direction as mesa.
the pass of Utnar’s Saddle.

' 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.

The broken tower sits atop a rocky outcrop


overlooking the ice-bridge to the east. From the
south it looks undamaged, but circling around
the building reveals the truth. The whole of one
side has been destroyed, and has collapsed
inwards into the structure. It is not hard to
imagine what kind of creature did this kind of
damage. Judging by the age of this building, such
harm was done many, many generations ago.

The age-old tower is a bulwark against the ice and snow


that surround it. It is about sixty feet high and has a radius
of twenty feet, i.e. the circular floors are forty feet from wall
to wall. It is heavily frosted on the north side, from where
the wind blows, and debris has frozen around the tower’s
base. There is a doorway on the south eastern side, where
a small set of stairs runs up to the ground floor.
Miraculously, there is an as-yet undamaged door upon the
hearth stone. there are some bugbear tracks within the
snow. These carefully concealed tracks can be identified
with a DC15 Wisdom (Survival) check.

PART 2: UTNAR'S SADDLE


17
Within this tower is a gang of bugbears who call
themselves the Liver Eaters and who have chosen to work This floor seems empty at first, but is heavily trapped. If the
for the Frost Giants. They are rewarded with the loot that mastiffs on the previous floor were able to raise the alarm,
the Frost Giants do not care about, such as coins, jewels all three of the traps within this room will have been armed.
and other valuables. This work, so far, has been extremely The choice of trap of which trap is armed is up to the DM.
profitable. If the adventures pass by this tower, they will Traps: There are three traps within this room. The first
have to pass a DC18 Dexterity (Stealth) check to not be is triggered by a tripwire stretching across the top of the
spotted. If they are seen by the bugbears in the tower, then stairs, which drops a swinging blade and hits anyone
the signal fire will be lit, and the mammoth riding Frost climbing upon the stairs. This can be detected with a DC15
Giants further up the pass will be alert and will come Intelligence (Investigation) check, and disarmed with a
patrolling down to where the fires are. DC15 Dexterity (Sleight of Hand) check. If triggered, this
trap will do 3D6 damage to those who fail a DC15
Dexterity Saving throw, and half as much damage to those
This ground floor is stone built and virtually empty. Within who succeed.
this empty space, there are shattered pieces of wood and The second is a hidden crossbow, carefully concealed
dirt, lost in dirty piles of trash. There is a strong stink of within an alcove, which will be triggered by light passing
dogs and animal dung trapped in an enclosed space. The across it, such as a shadow. This can be detected with a
Liver Eater gang have been using this space as a guard DC15 Intelligence (Investigation) check, and disarmed with
room, a latrine, and a rubbish pit for the weeks that they a DC10 Dexterity (Sleight of Hand) check. If it is triggered,
have lived here. There is a visible layer of excrement and it does 1d10 piercing damage and 1d10 poison damage,
bones - not all of which have come from the dogs living which is halved for a DC10 Dexterity saving throw. The
within. third trap is a fireball trap beneath an emerald in the centre
Enemies: There are three mastiff dogs on chains within of the floor. It is slightly hidden, and can be seen with a
this lower level, whose only purpose is to bark when they DC5 (Intelligence) Investigation roll. If the total of the roll is
encounter an enemy. If they are successful in doing so, all more than 18, however, then the trap is also detected
of the traps on the second floor will be armed, and the beneath. It can only be disarmed with a DC15 Intelligence
enemies on the third floor will get a surprise round in (Arcana) Check. If it is triggered by lifting the emerald, it
combat against any creature climbing the stairs. will explode and cause 6d6 fire

PART 2: UTNAR'S SADDLE


18
damage to anyone within thirty feet. On a DC13 Dexterity Development: If the signal fire is let, it will alert the
saving throw, this damage is halved. other monsters within the northern reaches of the Saddle
that they are under attack. Their behaviour will be far more
alert if they see this signal fire or the signal fire from the
This is the main barracks for the bugbears and their ogre, opposite tower as well. They will move from the old quarry
and is their base within the pass. This room is the same towards the signal fire in large groups.
size as the room below, but more of the floor has collapsed.
The bugbears have built little shacks against the surviving
walls as protection from the elements here. These shacks
are constructed of wood and fabric, have AC12 and 10hp.
Enemies: The Liver Eaters consist of five bugbears, led The wind howls as you climb towards the ice-
by their leader Gutstringer (Male bugbear, NE, bugbear). crossing which spans the valley. This glistening
They are assisted by their muscle, the Ogre named Trim. If chunk of blueish ice looks down upon the river,
they are attacked, two of the bugbears will run up the stairs now a mere sliver ribbon in the gorge beneath.
to the signal fire, while the others will fight to defend them. While it looks stable, even this end of the ice-
After the signal fire is lit, the survivors will drop ropes bridge shakes slightly under your feet, and the
down the side of the tower and seek to flee north towards snow falls away, deep into the depths below. You
the old quarry, across the ice bridge. They aren’t paid can’t estimate how much weight this structure
enough to fight to the death. can take, but it can’t be that much …
If he encounters a party which badly outclasses his own
group, Gutstringer will try to negotiate instead of fighting.
For 400gp Gutstringer will cheerfully betray his former The ice-bridge is one hundred and ten feet long and has a
comrades, and explain what he knows about the signal weight capacity of one medium creature or or 180 lbs,
fires on either side of the valley, and the mammoth riders in whichever is easier to calculate for the DM. It is topped
the old quarry at the head of the valley. He’ll explain that with snow and counts as difficult terrain. If the weight limit
they do not patrol unless alerted, so if the adventurers can for the bridge is exceeded, roll a D6 for every 5lb it is
get there without the alert being raised, they can strike exceeded by. The ice-bridge takes that much damage, and
before the riders have mounted. has 30hp. If it is reduced to 0HP, the ice-bridge collapses.
Treasure: A DC10 Intelligence (Investigation) check will The floor is two hundred feet below. However, each spell
reveal the sack of the band's wealth, consisting of 312gp, which does cold damage returns 1D3hp per spell level.
18 good bottles of wine (worth 5gp each), and an Enemies: There are two perytons which live in an eyrie
unidentified painting. In addition, Gutstringer is armed below the cliff, hidden from observers by a slab of rock.
with a morningstar +1. They will attack anyone vulnerable and alone crossing the
ice-bridge, but ignore those on either side. The demonic
birds will not try to fight a long battle, but instead choose to
The rooftop is a bleak and cold place, where only the dry hit and run, using their dive bomb attack to strike before
sticks and oil kindling for the signal fire remain. It does flying away. They want one adventurer dead and to carry
give a panoramic view of the whole of Utnar’s Saddle, from the corpse to their nest. If they succeed at this, they will
the Crystal Forest to the Old Quarry and beyond. From withdraw. If a Peryton strikes and remains to fight, add the
here, if the weather is clear, the adventurers can make out weight of the Peryton (120lb) to the overall weight on the
future details of encounters they may have. ice-bridge.
Development: If the signal fire in the Tower of Fallen
Time has been lit, there will be at least one Mammoth
Rider waiting on the east side of the Ice-bridge, if not both
of them.
The mountain climbs steeply upwards towards
the large set of cliffs to the east, and you have to
dig your feet deeply into the snow to fight
against the sliding of the surface. Atop this
ridgeline are the crudely lashed ropes and mis-
matched fabric that comprise a frail and shoddy This is a great wound in the rock, where tools
looking tent. Only its gigantic size stands out, have scraped away at the cliff and created a deep
showing who this shelter is really for. cut within the rock. A crude, hammered together
barricade of old wood and fabric pieces have
created a rudimentary fence between the quarry
and the rest of the world. Beyond this, you can
The climb up to the tent at point G is a steep one, from hear the low grunting of Frost Giants, the barking
both the north or the south. The path curves upwards of some kind of dogs, and the grunting,
towards the mesa at a twenty-two degree angle, and the elephantine roar of some other, larger creature.
track is almost non-existent as the party climbs up. Down
towards the river one hundred feet below, three small trees
upon a plateau cling to life. The Old Quarry is deep cut into the mountain side,
Enemies: One Frost Giant is keeping guard at this point, approximately 150 feet deep and the same wide. It has
watching the eastern side of the valley for any intruders. high, sharp walls on the southern, northern and eastern
They have a large campfire outside their tent, and a lit sides. A twenty food high barricade of wood and fabric to
torch flickering in the cold. This Frost Giant will light this break the wind blocks the western entrance to this space.
as an action the moment that they are seen to be under This place has been the base of the Giants within the Pass
attack. since they arrived upon the glacier to the north.
PART 2: UTNAR'S SADDLE
19
The floor is unadorned rock, with trash spread throughout,
and there is a giant sized, square hut against the northern
wall. Within this hut are the beds for the giants. Most of the
quarry is taken up by the massive log piling of the
mammoth enclosure, which has a large gate and a bar Magical weapon, rare (requires attunement)
This warhammer is a blocky, hard edged weapon,
across it. heavy with pitted rust and grime. It’s wooden
Enemies: There are two frost giants, two trained handle has been broken about halfway down the
mammoths, and six wolves which live within the quarry. shaft. The versatile (d12) special rule for this
One Frost Giant is keeping watch behind the western weapon can only be used once it is repaired. The
barricade, while the other remains within the hut. Their Hammer of Harandar gives the bearer +1 to hit
mammoths are within the enclosure and can only be freed and damage. Additionally, when wielded in two
by unhitching the bar that holds it closed. hands, any critical hit does an additional 2d12
If they are attacked within the Quarry, the Giants will get lightning damage on top of any additional bonus
the wolves to attack while they run to mount up upon their damage.
war mammoths. Having done so, the giants will then follow
the rules for mounted combatants, as per the Player’s
Handbook (p.198). Their mammoths will also gain an
additional action, which is to attack in combat. Use the
mammoth’s stat block for details on their attacks.
In addition, if a mammoth should take more than 50hp of
damage in a single round, any rider must take a DC12
(Wisdom) Animal Handling check (Frost Giants have a
modifier of +3). If this is failed, the mammoth goes mad
from pain, and will not be under the control of it’s rider This rock bridge leads down towards the frozen
until the rider completes another DC12 (Wisdom) Animal lands at the other end of the pass, high above the
Handling check. The beast will seek to strike at the nearest other path which leads through the rocky
other creature, regardless of who or what that creature escarpments. Hanging down from this wide
might be. stone bridge and blocking the lower pass is a
Development: If either signal fire was lit, the mammoth thick ice wall, which undulates like a strange
riders will have already left and are now outside the quarry. wave of ice trapped between these rocky pass
walls.
In this case, the only occupants are the six wolves.
Treasure: Each of the Frost Giants has a small satchel,
with assorted gemstones worth 1d20x3 gp. In addition, on
a DC12 Intelligence (Investigation) check, they can The adventurers will have to pass over or under this rocky
discover a half-broken hammer within the hut. This bridge to leave Utnar’s Saddle and move onto the area of
hammer, while lacking a complete handle, is the Hammer Lake Saranchill. Both ways are blocked with ice barricades.
of Harandar. See below for details. Beneath the bridge, Frost Giants have piled snow and ice
into a great wall which blocks the middle of the rocky way.
This barricade is approximately thirty feet high and twenty
feet wide. It is sheer ice on the south face, and more
broken up and ramp like on the northern face. Below, the
icicles have frozen into a solid wall of ice which blocks the
pass completely.
Terrain: At point J, within this pass, the risk of
avalanches is high. If the player characters should use
thunder or lightning damage, it will create an avalanche
which collapses from the southern peak. It will fill the
entire pass with a layer of snow twenty-five feet deep.
Characters who are caught within it, by being within sixty
feet of the area where the Underpass goes beneath the
Overhanging Bridge, will take 4D6 cold damage and class
as being restrained in the pile of snow all around them.
This damage is halved on a DC12 Strength saving throw,
and the character is not classed as being restrained. Any
character who is restrained by the avalanche must take a
DC12 Strength check to dig themselves out, or take D3
cold damage each turn they remain restrained within the
snow.

Now the adventurers have escaped Utnar’s Saddle, they


can see their main objective in the distance - the glacier of
Drangasjoll, shining high in the plateau ahead of them.
Ahead of this is the lake of Saranchill, glistening in the lake.
Before they can reach that, however, they must pass over
and through the glacial lake of Saranchill, glinting ahead.

PART 2: UTNAR'S SADDLE


20
B
eyond the great pass of Utnar’s Saddle is Few are willing to risk the predations of the Frost Giants
found the lake of Sarenchill. This lake is the against them or their live-stock. Now, this whole lake area
result of the glacier beyond, where the ice is empty, except for the giants and any allies they might
melts and forms a large expanse of water, have recruited during this cold winter. The lake itself is
with which the pass has been carved. During fifteen miles long from north to south, and about seven
the short summers in this area, the lake is miles wide. The adventurers must make their way across it
often frigidly cold. However, now it is nothing to reach the glacier cliffs of Drangasjoll. These high ice
more than a great stretch of frozen ice, deep blue in it’s walls are glimmering in the distance, catching the sun’s
solidity. Atop this unbroken ice-sheet is a thin layer of snow, light.
and beyond that, the great cliff walls of the glacier itself.

The adventures arrive at Point A after travelling through


Sarenchill, though deep in the wildlands of the north, is still Utnar’s Saddle, coming from the pass onto the forested
visited occasionally. In the summer, herdsfolk leading their plateau area. The air is still and quiet, with a tension which
cows to good pastures will climb up to the plateau and pass has been building since the party left Lamastop.
by the lake, looking for the meadows to the east. The frozen surface of the lake has several rules for
Fishermen will travel there for a week or two, taking a boat creatures which are going to journey upon it. The
out to the islands and searching for the deep lake Ice adventures will have the chance to acquire enough dog
Salmon which spend the summer in the glacial waters. sleds to carry them, and rules for this and for travelling
Occasionally, in the winter, ice-cutters will also come to the across the lake can be found below.
lake with their saws and their sleds, hoping to take back
large chunks of crystal clear glacial waters. Rumours are
rife about the ruins upon the lake’s island. Some say it was The rules in this section have been taken from
a fairy cove, while others are sure it is an ancient the Whitefaire Adventurer’s Guide. For expanded
abandoned fort from the age of the giants. Others say that rules on different types of sled animals and other
dwarves, despite having not been seen for many rules for arctic environments, please consult the
generations in this part of the world, built this fortress as a sleds section of that book (p.87).
watchtower. Nonetheless, all believe that it is haunted. However, if DM's encounter a situation which
Some stories even say that, during the night, the blue- the players have created (such as harnessing a
tinged ghosts of the lost wander around this ruins. The mammoth, for example) they should feel free to
wildest stories even say that some have been attacked for improvise based on these rules!!
going near. All agree that this island is a place to avoid.
Since the coming of the Axe and Sword Clan, this area
has been deserted.
PART 3: LAKE SARENCHILL
21
PART 3: LAKE SARENCHILL
22
The lake at Sarenchill is a newly frozen lake, DC5. The If the maximum carriage weight of the sled is exceeded,
adventurers should make a Wisdom (Survival) check every the sled will move at half its normal speed. Note also that in
90 ft. to see if anything gives way beneath them, based on combat, the sled classes as a single character in terms of
the DC’s given on the chart below. hit points. If the sled is destroyed, the animals which are
with it are lost, slain or scattered, never to return. All sleds
have resistance to piercing and slashing weapons, and are
vulnerable to fire damage.
1 Extremely thin. DC18
2 Thinning ice DC15
3 Beginning to show cracks DC12
Sled combat encounters will generally start when a sled is
attacked or chooses to attack another. During the initiative
4 Solid and strong DC8 step at the beginning of combat, one player character must
5 Newly frozen DC5 be declared as the driver. This character is in charge of the
sled’s direction and the animals which are pulling it.
6 Rock solid permafrost No check required During the driver’s turn, the sledge and anyone upon it
will move. As a bonus action, the driver must make a
If the creature should fall in, they are classed as Wisdom (Animal Handling) check, based on the DC of
drowning (see the Dungeon Master's Guide) and will take normal travel for their sledge. If this test is passed, the
an additional D6 cold damage for every round that they are driver can make the sledge move in the direction they
trapped within the frozen lake. They will need to take choose. In addition, they can make a normal action, but any
another survival check at the same DC to see if they can skill check is taken with disadvantage. The speed of the
escape from the ice, or swim back to the hole which they sledge per turn is shown below.
fell through. Failing a Wisdom (animal handling) test indicates the
When fighting on frozen lakes, damage to the lake's driver losing control of the sled, thus the sled only moves
surface from fire spells or effects can lower the condition of half distance in during that round. In addition to this, the
the ice either in places or throughout the lake. Every 10 occupants of the sled must take a DC10 Strength
points of fire damage will lower the condition of the ice in (Athletics) check to hang on to the sled as the driver
that area by one category. Accordingly, the condition of the struggles to regain control. If they fail, they are flung for the
ice can be improved with the use of cold magics - side of the sledge and will take D6 bludgeoning damage
refreezing the ice and strengthening it if it is weak. Every from the impact on the floor. They are classed as prone
10 points of cold damage will improve the condition of the until their step on the initiative phase.
ice in the affected area by one category. If the driver wishes to make the sled team dash, they can
do that, but they will not be able to make an action that
turn. In addition, any passengers aboard the sled will take
Travelling by sled is easily the most efficient way to move any required skill checks at disadvantage.
across a snowy landscape. The rules below are used when
the adventurer’s are travelling by sled. Sled can only really
be used in snowy terrain.
To drive a sledge outside of combat, the nominated driver 6 mph 54 ft.
must take a Wisdom (Animal Handling) check for each 7 mph 60 ft.
half-day that they travel for. If this skill check is passed, then
the sledges moves at the average speed given for the
animals. If it is failed, the sledge moves at half speed for
that period. Though fast in a straight line, sleds are not particularly
The speed and carriage weight of a sled is dictated by the maneuverable. The sled is capable of turning up to 45
animals drawing it. On the lake of Sarenchill, the animals degrees to its previous angle of travel in a single round
available will be sled dogs, generally the smaller breed of while moving (and under control). If it is moving at half-
huskies. They can be distributed throughout the sleds as speed or less then a sled can make a 90 degree turn. If the
the players choose, if they choose to purchase sleds at all. sled is brought to a halt, it can make a up to a complete 360
degree move and then start moving again in the following
turn.

Sled 1-4 6 mph 300lb DC 8 150


Dogs gp If the driver of the sled is incapacited in any way, through
being restrained, held or some other form, the sled will
Sled
Dogs
5-8 7 mph 600lb DC 10 250
gp
move in the same direction as it had in the previous round,
at the speed the same as the previous round of movement.
Then the sled will coast to a stop, and will not move until
The details of the different types of sleds is below. another driver takes over. If the driver is blinded, then the
sled cannot turn during the initiative step in which they are
experiencing this condition.
If the driver should lose control while moving through
Snow Sled 12 30 30 1 person (exterior) 25 gp terrain which could seen as difficult for a sled (uneven ice,
Toboggan 15 45 40 3 person (exterior) 55 gp for example) passengers will have to make a check not to
fall out, as detailed in the section above.

PART 3: LAKE SARENCHILL


23
Riara is guarded at first but with friendliness and care
she can be coaxed to tell her story. Her caravan of llamas,
While fighting aboard a sled, all warriors within a sled are long-haired cows and other animals was ambushed by the
classed as being in three quarters cover (+5 AC), as long as Frost Giants coming from the north. Her two companions
the sled moved in the previous round of combat. If tried to defend the convoy and so she has just finished
creatures wish to remain upon their sled while it moves, burying them. The trio of giants grabbed her cows and her
they can remain upon the sledge and it will move them as llamas, but left the dogs and the sledges untouched. She
normal during the driver’s turn. Otherwise, all other rules was just assembling what remains of her convoy and then
for combat apply as per the Player’s Handbook. planning to move on.
She’ll explain what she knows of the local area. The
giants came from the north, and she heard that there is a
Ramming with a sled is not a remotely advisable move: chief up there. She doubts that, unless the chief is dealt
with the pack in front is hard to organise a good impact with, these raids will end. The glacier is a hard place, but
without hopelessly entangling the sleds and their animals. she’s seen the ice fortress atop it. The party will need to
However, it has been known, and shunting between close climb onto this glacier, and there are two ways - a small,
sleds has also been seen in combat. If a creature decides to thin, winding path that goes up the side and onto the top of
run their sled into another sled or other target, this classes the ice-field, or straight up the ice-cliffs.
as a full action in combat. The Driver must first take a To help recover something from this disaster of a trip,
Wisdom (Animal Handling) test at disadvantage - the Raina will offer to sell the adventurers sleds and dogs to
animals don’t want to do this, even if the driver does. If this make quicker progress across the lake. She has a pack of
test is failed, it is the same result as failing a normal driving twenty-four huskies, two sleds and a toboggan. With a
action test. If this test is passed, then the target of the DC15 Charisma check, she’ll offer a 25% discount if they
ramming action will take bludgeoning damage equal to the buy more than eight dogs - she’s not sure how she’s going to
speed at which they were hit during the driver’s turn, as per be able to feed them anyway. She’ll also explain that the
the table below. husky pack will remain where you leave them, as long as
they have food. The day after the food runs out, they will go
hunting and you’ll never see them again. They are, at heart,
still wild animals and perfectly able to take care of
themselves.
30 ft. - 54 ft. 250 - 450 lb 2d6
She’ll also offer them some advice - to avoid the wrecked
bludgeoning. castle on the island as it is full of ghosts. The fishing wharf
seems to be a good place to stay if they have to camp
30 ft. - 54 ft. 451 - 850 lb 4d6 somewhere, she didn’t see any obvious threats there. But
bludgeoning. there are at least three frost giants in the area that she
60 ft. - 99ft. 250 - 450 lb 2d8 knows of, and probably a couple more elsewhere. She also
bludgeoning. warns about the endemic ice mephits, which are
60 ft. - 99ft. 451 - 850 lb 4d8 everywhere within this part of the forest and lake shore. As
bludgeoning. the adventurers move off, she advises great caution. It’s
dangerous on the ice, before you even think about fighting.

When moving in this area, make a random encounter roll


for every mile which the adventurers travel based on the
Dungeon Master’s Guide, p.85. If a random encounter is The sense of space you feel pushing out onto the
generated, roll for 2D6 ice mephits which will attack the frozen surface of Lake Sarenchill is a revelation.
party. These pesky. creatures are endemic to the entire area For the first time in many days, you can see
beyond the trees that have surrounded you, and
can see the sky clearly above your head.
Whispers of snow run in tidelines across the
frozen lake, and the ice creaks and moaning.
There is a sense of great depth beneath you, and
As you approach, you can see the shattered only this layer of frozen water protects you from
wood and broken planks of several carts, spread slipping into those terrible, unescapable depths.
across the snow like discarded toys. There is a
mournful howl in the air, as if the forest itself was
weeping in sympathy with the survivors of this
attack.
The transition from the land to the lake is seamless, and
the adventurers can step onto the solid, deep blue ice
beneath their feet. A DC10 Wisdom (Survival) check will
This clearing in the forests is heavy with debris and reveal that this section of the ice is very solid, and can be
wreckage. In the centre of this is Raira (half-elf female, LN, walked upon with little risk.
Scout). She is slowly and unenthusiastically collecting Enemies: There are fourteen frost mephits which rise
pieces of wood into one of the several sleds that she has. up out of the shards at the edge of the lake to harass and
Around her, huskies fight and play, rolling over each other fight the adventurers. They will focus on attacking the
and exploring the smashed pieces of wood which are adventurers rather than the sleds, if any.
scattered around the trees.

PART 3: LAKE SARENCHILL


24
Otherwise they will stand around and do little, other than
try to get closer to the flames.
Some will look around for an object they clearly cannot
see. One will implore the player characters to look around
With the wind howling as you approach, a chill
strikes you just looking upon the ruins of the
for something, though they cannot say what this object
castle. Stepping into the shadow of the castles,
might be. Two of these ghosts are disguised Ice Hags.
the chill grows and a sense of otherworldly These disguised hags will stay in the distance, watching the
strangeness grows with it. Something feels like it adventurers to see if their trap will be spring. They are
is within, but you can’t tell what … waiting for their sister to separate the adventurers and
allow them to attack safely.

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.

Magical weapon (glaive), Rare


This weapon requires attunement, and has the
following special rules: you gain a bonus of +1 to
hit and to damage when made with this magical
weapon. When you hit a giant with it, the giant
takes an extra 2d6 damage of the weapon's type
and must succeed on a DC 15 Strength saving
throw or fall prone. For the purpose of this
weapon, "giant" refers to any creature with the
giant type, including ettins and trolls.

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.

PART 3: LAKE SARENCHILL


27
Development: Once the party has slain or driven off the Enemies: There are three frost giants here, guarding
Sahuagin, Pelagia will pop up and thank them for their the ice wall and the path atop it at point H. These giants
help. As they can see, they have aided in defeating a group will attack as soon as they encounter any enemies.
of predators upon their people. She will explain that, if the However, they will not move more than half a mile away
adventurers can open up a hole in the lake surface, or draw from the cliff and the path at point H unless they are
the giants to an existing area where the Merfolk can get heavily baited to do so. In addition, these giants get
through the ice (such as the Great Split) she and ten of her advantage on their survival checks to move across the ice’s
folk will aid them with thrown spears. surface. The lead giant wears a corselet of gold, and has an
AC of 17.
Development: If the player characters destroyed the
This small room is full of stolen gear, including tridents, Sahuagin in the Bein Dara, then Pelagia and her allies are
merfolk spears, and other assorted items. This is clearly waiting to join the fight (twelve merfolk and Pelagia). If the
the area where the Sahuagin within the lake had been adventurers can reduce a section of lake ice to ‘beginning
storing the treasure they had taken. Much of this is to show cracks’ (DC12) or ‘thinning ice’ (DC15), then the
worthless trinkets, and the sad truth appears to be that the merfolk will break through the ice and try to throw their
Sahuagin have been hunting the Merfolk for sport as much spears. Use the mob attack rules in the Dungeon Master’s
as for plunder. Guide (p.250) to calculate the merfolk attacks - three
Development: Within this treasure horde are several merfolk will cause one hit each, doing D6 damage. If they
pieces of rusted dwarven armour. However, a DC10 are approached by a Frost Giant, they will disengage and
Wisdom (Arcana) check will reveal that one is Duergar swim away under the ice, popping back up at another point
design, while the other is much older and dwarven. The to attack again.
battle damage shows that their owners had a violent end. Treasure: The lead Frost Giant's armour has large,
Treasure: The Sahugin have a treasure hoard here, strange gold coins within it, which have been sewed into
beneath the frozen crates there. It contains 10pp, 118gp, a the surface of his clothing. There are 3D6 of these coins,
potion of barkskin, a potion of ogre strength, and dagger each of which is worth 5gp. In addition, another of these
+1. This dagger is encrusted with barnacles that will never giants has a coil of rope around their waist which is one
come off. hundred feet long.

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.

Treasure: Within the Duergar barracks are d3 bottles of


fine dwarven wine (only separable from Dwarven Vinegar
by the label) worth 10gp to the connissor. In addition, one
of the Duergar is carrying a War Pick +2. Behind the bar is
a small bag that contains 18pp, 138gp and 48 coins of a
Duergar persuasion (negotiable in value to a collector).
Within the chests of the barracks can be found d3 healing
potions, one greater healing potion, one potion of heroism
and a potion of Hill Giant Strength.
There are also enough bundles of arrows and explosive
powder to reload the Fire Cart twice. If it is fired twice
during an encounter, there is no more ammunition to
reload it.

This room is very similar to Room D, however, it contains


piles of rusted chain mail, battered shields, enough to equip
all of the Svirfneblin with chain shirts and shields. They
will be AC16 for the rest of the adventure. There is also
rope and D6 sets of Duergar travel rations.

A slightly warm breeze greets you as you step


out into this cavern. A canal, perhaps cut from an
underground river, is waiting for you. The wind
whispers along this great channel, and the water
fluttered beneath your torchlight. This is clearly
the next step of your journey towards your
destination, and the Svirfneblins clan's freedom.

This underground jetty has a dozen wooden boats


stacked upon the water way, ready to be used. Each boat
can carry four medium creatures or eight small creatures.
Lenii will organise her folk into the boats, and ask the
adventurers to lead the way down the channel. This is the
way towards the Grey Dwarf holdfast, and the entrance to
the Underdark.

PART 4: IRONHUNTER MINE


33
T
he Grey Dwarf Hold (Gunter-Khazd Banag The Duergar within this place have sought out allies from
in Dwarvish) was originally an outpost of the surface. Their dislike of sunlight and the sky has forced
long lost mountain dwarves, who them to do so. The clan has made an alliance with the
constructed their home in the cavern Blizzard of Axe and Sword, agreeing to provide them with
adjacent to the Sarenchill Lake. It was they iron weapons and armour in return for assistance in
who carved the strong banks of this artificial guarding their lake. To this end, several Frost Giants live
lake, and channelled the flow of the within the confines of the icy cavern, helping to patrol and
Sarenchil out of the cavern and further beneath the fight off any invaders who might come their way. They
mountains. This island fort was built as an outlying defence stride through the lake’s frigid water and kill the occasional
for their realm. Over generations, it is thought, this opportunistic monster which might come their way. They
mountain dwarf clan struggled to survive, and slowly their are paid in the goods that the Duergar claim as their rates
number shrank. from the other raiding parties.
A century ago, the Duergar attacked the Grey Dwarf This includes bands of Kou-Toa who will swim up
Hold. It is clear that they dug themselves a tunnel, through through hidden passages to pick off isolated duergar. These
the rock beneath the boundary lake, and entered the giants are supported by the ballistas mounted upon the
fortress from within. What few defenders remained were walls of the Holdfast, and the steady eyes of the Duergar
doubtless quickly defeated. Their brutal grey-skinned Stoneguard who hold this position for their lord. These
cousins overwhelmed them and slew them. This holdfast Duergar guard this valuable access back to their
was then used as a spring-board to attack out the rest of ‘homeland’ from any who might want to exploit it, and
this forgotten clan’s holdings. Another dwarven realm, charge a toll for any raiding parties which want to share in
unknown to those upon the surface, fell. this access way.
Since that brutal invasion, the Duergar have possessed
this fortress. While surface raids are not a common
occurrence for the Duergar, they were quick to take over
the mines in the nearby areas. From this hole in to the The lake is approximately one thousand feet wide west to
darkness, groups of Drow or other Duergar would strike east and about one thousand eight hundred feet long, north
the area around in the mountains. to south, and the water at the deepest point is about fifteen
But the principal importance of this holdfast is the to eighteen feet deep. Creatures that fall into the water are
entrance to the Underdark. The spiralling tunnel beneath subject to the frigid water rules, as well as any other rules
the Hold stretches for downwards miles until it reaches the which might be applicable. The cavern roof is one hundred
eternal darkness. For the safety of all those above, it needs feet high at the highest point, and roughly dome shaped
to be closed.

PART 4: THE GREY DWARF HOLD


34
over the lake.
Four Frost Giants patrol within the lake, staying
relatively close to the edges of Section G, the Dwarf Hold. When fighting in boats, the boat moves at the same
They are tall enough to walk within the lake and still fight initiative step as the person on the oars. Moving the boat
effectively, though their speed is halved. They patrol in pairs classes as an action in combat. Anyone on the boat will
around in a counter-clockwise direction around the island, move at the same time the boat moves. Anyone on the boat
not staying more than 200 feet from Section G’s banks. when it is attacked is classed as being in half cover (+2 AC)
The DM should decide the starting position of the Giants if the boat moved in the previous turn.
and create an encounter accordingly. If they are not fought The boat can be targeted in combat, but it also gains
in the lake, then two of them will be waiting to attack the +2AC if it moved in the previous turn. They have the
PC’s at point F if they should choose to land there. following stats:
In addition, each tower of the keep is armed with a
ballista, manned by a team of three Duergar. These
Duergar will take perception checks if they hear anything
within the cavern. Because of the lake’s darkness, if they
suspect that someone is out there, the ballista will fire a Rowing 14 50 4 medium Slashing, Psychic,
flaming shot first to illuminate the area where a target Boat piercing poison
might be. These flaming shots have the slow spell placed Barge 18 80 8 medium Slashing, Psychic,
upon them, and move at a speed of thirty feet a turn. Shots piercing poison
like this illuminate an area ninety feet in diameter as they
move, and any boat within that area will automatically be
spotted.
The overall aim of Section V is to storm the Hold, as it
has both a way back to the Underdark for the dark gnomes, If the PC’s choose to rest in the Grey Dwarf Holdfast, then
and a path to the surface for those wishing to get to the the DM should roll for random encounters as normal. If
glacier. The large bridge links the hold and a short tunnel one is generated, feel free to invent an appropriate
which emerges at the edge of the ice-field. encounter or use the below table to guide you.

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.

Maneuvering a rowing boat is tricky at the best of times,


and the strange currents beneath the water will make a
mockery of even the most skilled sailor.
During a turn, a rowing boat can make a 45 degree turn After hours in the dark channel, the tunnel seems
when moving at full speed (as dictated by the rower). It can to be ending at last. Your torchlight suddenly
make a 90 degree turn when moving at half speed, or a full expands, and you realise that this great space
180 degree turn when stationary for a round. you’ve found is huge. The light barely reflects
A barge, being bulkier and less maneuverable, can only upon the ceiling, and the silent water gives you a
move in straight lines at full speed, a 45 degree turn at half crystal mirror image to look back upon you.
speed, and up to a 180 degree turn when stationary.

PART 4: THE GREY DWARF HOLD


35
36
This channel leads from the underground canal to the boats in this area must take a DC16 Wisdom
cavern lake. It is approximately one hundred and twenty (Perception) check for each thirty foot move they make. If
feet long and thirty feet wide. At the head of the lake, where they fail, their boat takes 1d6 bludgeoning damage from the
the channel meets the lake proper, is a wide gap where the underwater obstacles.
channel drops down to its full depth of approximately Enemies: One of these rock formations is a carefully
twenty feet. concealed Roper. It will strike at the most vulnerable
Enemies: There is an ambush party of Kuo-Toa waiting members of the party or svirfneblin as they pass within fifty
under the water for anyone coming north along the feet.
channel. This party consists of 3 Kuo-Toa, 3 Kuo-Toa
Whips and 2 Kuo-Toa Monitors.
Treasures: The Kuo-Tao monitors have D3 pieces of rare
deep coral, each worth 25gp.
On the bank of the lake, you see the shelf of rock
which leads to the invisible cavern wall. There is
a strange blue light emanating from it, which
reflects and glows upon the roof. This strange
The water tumbles from high above and crashes light lends the whole scene a spectral air.
down into the lake, raising a great rise of spray in
the darkness. This endless mist soaks the outside
of your clothing, and the noise is almost
deafening. However, behind the shattering wall
The Grell’s Dell is a deep fissure in the room, which is
of white water is the deep hollow of a damp, wet approximately eighty feet long and twenty feet wide. It has
cave. sheer rocky edges and walls, and the bottom has a great
collection of bioluminescent fungus at the base of it. There
are several deep caves within the Dell’s walls, which are
invisible from the surface layer.
The cave behind the waterfalls is a deep hollow, Enemies: There is a single grell, which will attack the
approximately ninety feet deep and about the same wide. It adventurers. Once it is slain, the larger Grell, Olr-nug-ga’ga
is covered by the water falling down upon it, and will emerge to try and parlay with the adventurers. They
adventurers must pass a DC12 Dexterity check to pass speak broken Common and will ask for peace for a
underneath the waterfall successfully. Otherwise they fall moment, while it speaks. Olr-nug-ga’ga is a grell with 85hp.
into the lake beneath, and must try to get themself out. He leads a coven of four other grell.
Inside the cave is slick, wet rock and is difficult terrain.
The cave is lined with the skeletons of birds, the remains of
large lake fish, and other assorted prey. There are also the
broken remains of a Duergar rowing boat and the old, torn
apart bodies of several of Gray Dwarves in the room’s
center.
Enemies: There is one Grick Alpha and 2 Gricks within
this room. They are carefully hidden and waiting for the
adventurers.
Terrain: The loud roaring of the waterfall within the
caves means that all within are deafened. In addition, the
wet mist which fills this cavern dampens everything. All
creatures within this cave count as having resistance to fire
damage if they do not already have this.
Treasure: There are scattered duergar coins throughout
the room, which might have a negotiable value. There are
also hides and furs worth 100gp. On a DC18 (Intelligence)
Investigation check, they can find a crude, blocky ring of
protection +2 amongst the ruins and the bones.

These spire-like stalagmites loom of the darkness


like monstrous fingers reaching towards the
cavern roofs. Already, you can hear the grinding
of rocky spikes, hidden beneath the water,
scraping at the bottom of your boat.

These stalagmites are approximately eight to ten feet wide,


and smooth sided as they climb up to the room sixty feet
above.
Terrain: There are almost invisible spikes of rock
beneath the water surface in a circular area fifty feet
around these sharp rocks. The rowers who are driving any
PART 4: THE GREY DWARF HOLD
37
Development: Olr-nug-ga’ga explains that the adventurers, Trap: Ten feet down the corridor is a stun trap, which
in slaying his coven member so easily, have proven can be detected on a DC20 Wisdom (Perception) roll.
themselves as a Great Eater (something the grell fear, and If it is not detected, the creature who triggers it must take
do not want to fight unless they have to). Instead of fighting, a DC18 Constitution check. If they fail, they are stunned for
the Grell wants to propose a deal. They want to consume D3 rounds and can no longer hold their breath. This trap is
the creatures within the Dwarf hold. They have already repeated twenty five feet into the tunnel.
eaten several and wish to taste more, but they are held
back by the great spear-hurlers on the walls (these are the
ballistas). If the Player Characters can deal with two of
these spear-hurlers, then they can float across the lake and
join the fight against the hold. They will attack as soon as This magical spear requires attunement. It grants
the bearer an additional +2 to hit and to damage
the ballistas are destroyed, in order to stop the Duergar rolls. In addition to this, twice per day the user
repairing them. can use a bonus action to electrify the tip of the
If the PC’s agree, then Olr-nur-ga’ga will agree not to fight spear. If the next melee or ranged attack is
them. Lenii, on the other hand, will be extremely unhappy successful, then the target takes an additional
about this deal, as the PC’s have agreed to give up sentient 2d10 lightning damage, and must take a DC14
creatures as food for other creatures. Any persuasion Constitution saving throw. If they fail, the target
attempts to get her people to join a battle will now be DC15 is stunned for the next round of combat.
for the Charisma (Persuasion) check. If they do not accept
the deal, Olr-nur-ga’ga will try and consume them and all
their people.

The head grell and the four other grells in their


coven will attack whenever the ballistas are dealt These water-worn stone docks are the main
with, whether the adventurers have launched access to the hold, and the mirrored lake-water
their attack or not. The coven will try and attack ripples against the stonework. The dock is lined
the on the walls and the towers, ignoring with grotesque stone figures, who look out onto
the and the the water with leering, horrible stone eyes.
If two Grell are killed, however, the group will
withdraw, carrying whatever prey that they have
gathered. If the adventurers want to coordinate,
the PC’s will have to use a message spell and The dock is thirty feet long and ten feet wide, with four
pass a DC12 Charisma (Persuasion) check to statues on either side. The dock has a winding path up
convince Olr-nur-ga’ga to hold back. Otherwise towards the Hold. Around it is the stony, rocky surface
they will do what he sees as best, now the which makes up this island.
advantage is on their side. However, they will not Enemies: If the Frost Giants are still alive, a pair of them
attack the Frost Giants. Such creatures are also will be waiting to attack the PC’s as they approach the
Great Eater and the Grell fear them. dock. If not, there is are two Duergar Kavalrachni waiting
to fight, they are mounted upon steelers. As the adventures
engage them, two gargoyles which are amongst the statues
upon the dock will reveal themselves and attack the party.

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.

PART 4: THE GREY DWARF HOLD


38
Each square tower in the corner is twenty feet by twenty Development: The lock for this vault has not got a visible
feet, and topped with a ballista, with the same height of keyhole or any kind of magical gem. The only clue is that
parapet. The ballistas are mounted on tripod mounts which there is a small old blood stain upon one part, where it has
allow them to see over the walls and attack in any imperfectly cleaned. To enter the vault, the blood of the
direction, including into the fortress. There is sufficient warlord must be applied to the same point, and the vault
ammunition for twenty ballista shots. will open up.
Enemies: There are twenty Duergar within this Treasure: Within the vault, the adventurers can find
holdfast. Twelve Duergar operate the ballistas on each 2d12x100 gold pieces, 2d6x10 platinum pieces, assorted
tower, while the other eight work as wall guards, moving on jewelry worth 750gp, and the Ice Drake’s Chain (see
the parapet to where they are needed. These Duergar have below). In addition, the Duergar warlord is armed with a +2
heavy crossbows which replace their javelins. There are warhammer
also four Duergar Stone Guards and one Duergar Development: At this point, Lenii and her folk will start
Warlord. Two of the stone guards will assist the guards on to make their way down to the Underdark, thanking the
the walls, while the other will remain at their lord’s side as adventurers furiously as they head down the tunnel. Lenii
a loyal bodyguard. There is also one Duergar Xarron, has nothing more to give in terms of rewards but her
whose job is to use their firelance against any who come thanks, and an offer that if they should ever need help from
through the gate. the Carvenhome Deep Gnome clan, they will do everything
that they can to help the adventurers.
The gate of the Fortress is made of wood, classes as AC16
and have 80hp. Once it is reduced to 40hp, the damage will
be so great that missile weapons can be fired into the hold,
though any target classes as being in half cover (+2) AC. At This high arched bridge connects the hold to a
0 hp it will collapse and allow unobstructed entry to the shaft from which the vaguest watery sunlight can
hold. The gate is immune to poison and psychic damage. be seen. The promise of sunshine and fresh air
seems to drive your tired muscles that much
more as you head towards it, feeling the crisp
This courtyard is where the Duergar Warlord and his coldness of snow in the wind after all your time
bodyguards will make their stand. It is also where the below ground.
entrance to the Underdark can be found. To open this
hatchway will require the key which the warlord holds.
The way to the glaciers is a short, half mile long tunnel,
This is where the Duergar Warlord has stored the various which turns into an ice-tunnel about halfway along it. They
treasures that they have taken from the raiding parties who emerge at the base of the Drangasjoll glacier, blinking in
used this way to go to the surface. the light of days and considering their next steps ...

PART 4: THE GREY DWARF HOLD


39
T
he great glacier of Drangasjoll is the realm
of the Axe and Sword clan, where their lord
has thrown together a stronghold from
which he can dispatch his clan members to
raid and bring back the spoils of conflict.
The Drangasjoll glacier is as old as the These rules are taken from the Whitefaire
mountains, having created the Sarenchill Adventurer’s Guide, and you can find more
lake and, indirectly, Utnar’s Saddle. It is a colossal ice-field extensive rules for ice-climbing in that book.
and glacier which stretches miles from the highest In addition, it should be noted that these rules
mountains and across the plateau beneath. Some call this for ice-climbing are not realistic portrayals of the
plateau the Mistral Plain, but like all things, such names technicalities of real world ice-climbing! These
vary from place to place. rules are designed for the heroic fantasy of D&D.
To get there, the adventurers must find a way to scale However, experienced climbers who are DM’s
are free to add more complex rules to the
this glacier. However, there is no safe way to get atop the framework here.
glacier. There are two ways to get to the top, without hiking
several hundred miles through trackless wilderness to
approach from the north. The first is a narrow, winding
path, highly exposed to anyone who might see them from
above. This track is nominally only, a treacherous and Sometimes the only way to reach certain areas will be to
slippery way up to the ice-field and the fortress beyond. It is scale the ice-climbs that surround them. This is an
wracked with storm-winds and snow flurries, as well as exceptional dangerous operation, requiring in equal parts
being prone to cracking into sudden crevices and hidden strength, skill and luck. Ice-sheets are known to collapse
gorges. while being climbed, and one mis-placed axe blow can
The second, and technically shorter way, is to use shatter a carefully frozen ice wall into a thousand pieces
crampons and ice-axes to go up the face by climbing the with a climber still upon it. Holding a grip requires strength
vertical cliff. This is as dangerous as the path, but in a to drive an ice-axe into the wall over and over again, while
different way. This requires the adventurers to vertically trusting that the ropes that you are carrying will support
ascend the ropes, tied together in pairs, between three ice- your weight, and perhaps the weight of your climbing
ledges on the cliff. The first climber will assist the second partner.
climber up the face and, with luck and skill, they can make Strength and endurance are the key aspects of this
it to the top of the cliff. The choice is up to the player climb, and the strongest members of a party will be the key
characters in which of these ways they wish to continue. to success. They will quite literally carry the weaker PC's!

PART 5: THE CLIMB OF DRANGASJOLL


40
Climbing an ice-cliff uses the rules for climbing as per the The icewall is two hundred and eighty feet high. As the
Player’s Handbook, with the following additions: first, each adventurers move in to climb, the weather changes and a
climber must have an ice-axe or similar piercing weapon storm moves in. The snow is blinding and high winds
they can use in this role. Each climber must also have a set whistle past the climbers. The rules for Strong Winds will
of crampons to climb with - otherwise the ice-cliff to be affect the adventurers, as per the Dungeon Master’s Guide
climbed is classed as impassable terrain. Even the best (p.110).
rock-climber could not climb the slippery and treacherous
surface of an ice-cliff without the correct equipment.
The ice of the Drangasjoll cliffs is solid and undamaged,
which gives the checks needed to climb it DC10. This is the
DC of the Strength check and the Strength (Athletics) Jamming your axe into the ice, you look up to see
check that the characters will need to make every 30 ft. the ledge, silhouetted against the sky. Setting
while they climb. If a character succeeds on their Strength your shoulders and gritting your teeth, you push
check to drive their ice-axe into the ice surface and get a up towards that distance shape, the ground
good grip, their Strength (Athletics) check will be at falling away beneath you.
advantage. If a character fails their Strength (Athletics)
check, then they will slip and start to fall.
If a character begins to fall and they are tied to another,
then that character can make a Strength check at DC13 to The distance between the ground level and the first ledge is
keep the falling character on the wall. If this is failed then one hundred and twenty feet, and the adventurers can rest
the second character must also make a DC13 Strength once they have reached the first ledge. A DC15 Wisdom
(athletics) check to stay on the wall, otherwise they will fall (Survival) check will reveal that the ice-sheet above this
as well. If they succeed on this test, then this character ledge is unstable. All players should make a DC10
cannot make any further upward progress until the Dexterity Saving throw, with advantage if they know that
character they are tied to completes a successful DC10 ice-sheet is unstable. If this is failed, the character takes
Strength check to recover their grip. 2d6 bludgeoning damage as this ice-sheet comes down
If a character should slip and fall, then the normal rules upon the ledge.
for falling apply, as per the Player’s Handbook!

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.

PART 5: THE CLIMB OF DRANGASJOLL


41
When the first character passes the 60 feet mark, the ice- From the third ledge to the ice-field is a final ninety foot
shelf begins to fall away, cracking with a horrible splitting climb at DC10. The wind will pick up and blow that much
sound which seems to come from the very glacier within. harder, and the characters will be engulfed in a blizzard
The players have D3+1 turns to scale to the second ledge which sweeps across the glacier. While climbing, they hear
before the ice they are on completely falls away beneath the rumbling of the young Remorhaz which is tunnelling
them. Anyone still on the ice when it gives way will fall. it’s way to attack.
If the adventurers move on the second route, the The young Remorhaz will create tunnels in the rock
distance is one hundred and fifty feet. The ice is DC10 and around the adventurers, (which they can use to escape into,
very stable. However, at the 60 foot point of the climb, two if necessary), and attack them from the cliff’s face. The
will-o’-wisps will emerge from the icefield and attack the normal rules for combat on the vertical face apply.
adventurers. The adventurers can fight back, but if they Once the adventurers have reached the top of the glacier,
want to move they have to complete an ice-climbing check. they can move onto the final section, Part 7: Torrfin's Lair.
In addition, they can only use one handed weapons to fight, The ice field is riven with rocks and cracks, but is certainly
as the other hand must remain on their climbing tool easier to cross than the cliff which has just been
embedded within the ice face. conquered!
This weapon cannot be their ice-axe or the piercing
weapon they are using to climb with. Spellcaster should
check to see if there is a somatic component as well - if it
involves both hands, it cannot be cast.
Once the adventurers have reached the second ledge,
they will be attacked by six ice mephits.

There are three routes to the third ice-ledge which the


adventurers can take. The first is the shortest, sixty feet in
total, and goes vertically beneath the ice-ledge. However,
taking that route means that an adventurer will have to
completely climb beneath the overhang and then onto the
surface. The overhang is ten feet wide, but the DC of that
climb is 18. In addition, if an adventurer fails their strength
check they will immediately fall.
The second route of the climb is one hundred and twenty
feet, and features at the mid-point a stone statue, with it’s
hand wrapped around a stone ice-axe, embedded in the ice.
A DC10 Intelligence (Investigation) check will show that
this statue is so well made, that it is clearly someone who
was petrified while climbing.
At this point, a swarm of six cockatrices will emerge
from their frozen nests and attack the adventurers. They
will also attack any flying adventurers who pass this way.
The third route is the longest at one hundred and eighty
feet, but skirts around the cockatrice nests and only alerts
three cockatrices who will flap down to attack the
adventurers. In addition, the adventurers will discover an
empty cockatrice nest with a diamond worth 500gp within.
Once the adventurers have climbed upon the third ledge,
a DC10 Wisdom (Survival) check will show that it is
literally crumbling beneath their weight. Once the weight
upon the ledge has exceeded 3 medium creatures, the
ledge will begin to collapse. It will take one minute to
completely collapse, but every twenty seconds a ten foot
long row nearest the edge will fall away.

With the top of the glacier finally in site, you


strike out on an attempt upon the summit. The
wind whips around you, tangling cloaks and
hoods, and the snow gusts into your eyes and
mouth. But beneath it all, you can hear the slight
rumble of an approaching creature.

PART 5: THE CLIMB OF DRANGASJOLL


42
If the Player Characters do not decide to climb the cliffs,
then they can travel up the glacier path instead. This is a
winding path through glacial ice which offers little in the
way of hand-holds and grip. The entire path is classed as
slippery ice for the entire climb, as per the rules in the
Dungeon Masters Guide(p.109). In addition, the wind
whips up and a blizzard moves in. The rules for the
blizzards and strong winds are in effect while climbing the
glacier path.
This path is steep, at least fifteen degrees of inclination
and sometimes as steep as 30 degrees. Around it, the
glacier walls are deep blue ice, slick and with very few
handholds. These sides are like a valley, and forty feet at
the lowest point. They require DC18 climb checks if they
wish to be scaled. This path is very much a gauntlet to be
run, and once the adventurers have embarked upon it, they
have to push on or fall back to the base of the path.

The path through the glacier is winding and tight,


and your boots slip and struggle to find purchase
on the thick ice. Ahead, you hear a low rumbling
noise, and a shadow appears ahead on the ice
ahead, rolling and bouncing towards you.

The path to the glacier is not unguarded, and there are


defenses which the Axe and Sword clan monitor against
those trying to climb. They know that their glacier needs to
be protected from ‘outsiders’ when they are not raiding the
local countryside. Such traps are generally very simple,
relying on brute force and simple size for their
effectiveness. However, the path up the glacier creates a
gauntlet for the PC's to travel in, which means simple is
still deadly.
This first defence is the simplest of all - a giant on the ice
high above rolls D6 rounded chunks of ice down the path
towards the adventurers. This giant is at point C, but is out
of sight of the adventurers when they start rolling the
boulders down. The crudely cut ice boulders are
approximately 6ft in height and width, and weigh
approximately 250lbs each. To evade these boulders, the The whistling wind builds to a howl here,
PC’s must pass a Dexterity saving throw which depends on funneled by the force of the storm into a tight,
the boulder’s orders. The first boulder is DC15, and the DC sharp valley. It throws you back with a powerful
of the check reduces by two for each of the subsequent physical force, while chilling through any gaps
boulders. If the player characters can succeed on a DC12 within your clothing. This bowl in the path swirls
Wisdom (Perception) check, then they get advantage upon with snow and freezing cold, threatening any
the first saving throw. Subsequent boulders aren’t as who venture within…
unpredictable, so there is no advantage after this - the
adventurers can already guess what is coming from the
crashing sound and rumbling ahead of them. The higher cliffs here funnel the force of the howling gale
PC’s who pass their Dexterity Saving throw take no into a narrow path, vastly magnifying it’s strength. The
damage, and those who fail 4d10 bludgeoning damage. In wind cauldron is fifty feet across, from point B to the
addition, those who fail are pushed back down the path northern corner. To make any forward progress at half
3D10 feet by the impact of the boulder, and are knocked speed, the PC’s must pass a DC15 Strength check to push
prone. In between these boulders arriving, player themselves against the wind. In addition, for every minute
characters have enough time to make one action, one they are exposed within the wind, each of them takes 1D6
bonus action and one move action, just the same as in cold damage. Once they have progressed fifty feet and have
combat. Once these actions have been resolved, the next rounded the path’s corner, they exit the Wind Cauldron and
boulder arrives down the path to be saved against. This return to a state of being merely very cold, rather than
continues until the boulders have all been thrown. freezing.

PART 6: THE CLIMB OF DRANGASJOLL


43
With the wind howling and whipping against With aching muscles and chilled fingers, you
your face as you struggle to climb the gauntlet, fight your way towards the end of the path,
you hear the bestial shouts and cries of giants where the glacier and the ice-field offer some
above you. In the gloom, atop the ice-cliffs which relief from this endless climb. Then all around
surround this pathway, you see the dark you, the ice begins to crack as something huge
silhouettes of Frost Giants towering above you. begins to approach the surface, tunnelling
beneath the solid ice at your feet.

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.

PART 7: THE LAIR OF TORRFIN


45
Knowing that they might face some kind of response, the
Giants put up a fence outside of their main doorway. This
would serve as an antechamber, a slaughterhouse and a
storage yard for the entire clan. Unlucky giants who have
The fence is a ramshackle collection of frozen encountered the wrath of the Jarl may even be exiled from
mammoth bones, where the cold shadows are the clan hall to sleep in the ice outside. The discomfort is
cast by the sharp spikes of ivory fences. Behind more embarrassment at their shame than trouble with the
this, the dome of the lair is visible. There are outdoor temperatures.
loud, thunderous noises from beyond, far louder Within this area are four Frost Giants and five
than the Frost Giants you have encountered
before …
mammoths.

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.

PART 7: THE LAIR OF TORRFIN


46
In the centre is the slaughter pit, where the mammoths are
cut up and butchered. There is a large wooden table and a
deep stinking offal pit where the offcuts are thrown into the Within the piles of goods in the Northwest corner can be
glacier. On the table is a giant-sized cleaver and several found a frozen corpse of a previous unlucky adventurer.
rusting meat hooks, embedded deep within the frozen There is a +2 breastplate, a +1 longsword, four greater
wood. There is an apron-clad frost giant who uses his healing potions and 380gps in a little bag under his belt.
butchering blade to fight - this has the same stats as a club, There are over four tons of food and supplies here - the
but does slashing damage instead. There is another frost stolen goods that the village needs to survive the winter.
giant assisting him. In addition, two of the giants have assorted coins worth
3d20x10gp upon their bodies.

Within the mammoth pen are five Mammoths, who have


heard their herd mates die in recent days and have no
desire to do the same. They are large, scared and eager to
escape. The pen’s walls are made of icy bone and wood, just Ice crunches softly beneath your feet as you
like walls of the courtyard. The gate, twenty feet across, is move along this vast corridor, created on both
barred from the outside with a plank of wood. It takes a sides by monolithic chunks of ice on either side.
DC15 Strength check to move the heavy frozen bars. Ahead, in the blue-white gloom, there is a vast
If the bar is shifted from the outside then the Mammoths space with broken tables and chunks of
will be added to the initiative order at step 20. They will shattered masonry. Even worse, you can hear the
stampede as a group at full speed towards the gate and raucous laughter of Frost Giants, and the
then out to the south. Anyone who gets in the way will be deafening crack of more breaking stone. The
smell of thick mead, heavy with honey, wafts
subjected to the trampling charge rule (including the bonus down the corridor towards you and you start to
stamp attack) by any mammoth which runs over them. But feel light headed …
the actual aim of the mammoths is to escape together, not
to fight the adventurers or giants.
If the mammoths are released, then the giants will try
and wrestle some of the mammoths back into the pen -
after all, this is their livestock and they need it to survive. After Jarl Torrfin raised his hall, he ordered the clan to
The mammoths will disengage and seek to flee, rather than raid into the soft lands. They were very successful, piling
fight. great heaps of goods and metals upon their lords dias. As a
beneficent leader, Jarl Torrfin took a tithe of the best goods
and then distributed the rest amongst his giant folk. He
piled up the rest of his goods in the corner and then rested
The main entrance appears to have been torn straight out upon the great seat of his hall.
of a castle and placed into the ice, and the adventurers can The Jarl knows that he is the most successful Frost Giant
see where the surviving hinges have been frozen deep into clan in the area - his clan of Axe and Sword had driven out
the doorways ‘frame’. This is exactly what it is - a nearby any other clans in this area through aggressive warfare. He
fortress in the town of Kalinmarche was raided and this wants to climb the ranks of the Ordaning through this
was one of the spoils that the Frost Giants carried away. violence, seeking the next steps he can make against other
There is an ice-rimed and half-frozen lock of giant size giants.
upon this doorway and the skill of this construction shows As more tribute came to their lord, Jarl Torrfin requested
that it was clearly not built by Frost Giants. There is an that many of his giants return furniture to him - stone
intricate maker mark stamped into the exterior, featuring furniture from a ruined castle in the mountains elsewhere.
runes in giant and the image of flames. The giant runes The raid was successful and so Torrfin acquired the
spell ‘Brozacka’. A DC10 Wisdom (Arcana) check will statuary and tables which were placed within the ice-hall.
reveal that Fire Giants have been known to make such They were once complete and beautiful when they first
artifacts in return for trade goods from other clans who are arrived, exquisite sculptures of a different age which had
lower in the Ordaning than they are. It is not clear if there survived antiquity with little more than dust upon them.
are any allied Fire Giant clans in the local area, but the very However, Jarl Torrfin and his folk like to drink, and they
presence of this trade good is concerning. It could indicate have managed to build quite a cache of heavy mead and
that there is a far larger population of giants within this cider in their hall. Drinking every night, clumsy and fighting
region, and this possibility is extremely dangerous for the giants have smashed or broken almost all of the carved
local and wider area. furniture and left the stone wreckage across the floor.
To open the door, the adventurers will have to work out Sticky splashes of mead and thick wine are heavy upon the
how to get the key into the lock. The key is on the belt of ice, tacky to the boots of the adventurers as they move
the giant in the apron. The lock is twelve feet in the air, on across the floor.
the right side of this vast door, about three feet from the ice In addition, an active and moving glacier is not a good
‘frame.’ The key weighs 35lb and is about three feet long, place to build a hall. The surface is not stable and a crevice
requiring two hands for a medium or large creature to hold. opened up the floor in recent months (leaving one giant to
Once the key is in the lock, it will take a DC15 Strength fall to their death, much to the amusement of all the
check to turn the key in the lock. With the door now others). The floor has been frequently repaired with water,
unlocked, it will require another DC15 strength check to but it is still weaker than the rest of the solid ice floor. If the
break apart the layer of ice upon the door and pull it open. adventurers look closely enough, they will see the frozen
A short tunnel then leads into Jarl Torrfin’s hall and lair, corpse of the giant deep down in the darkness.
where animal roars compete with booming laughter.

PART 7: THE LAIR OF TORRFIN


47
This is compounded by Jarl Torrfin’s complacency. The
soft lands, along with the great mammoth herds in this This chasm is a darker block of ice across the floor, which
area, have given the Frost Giants a sense of undue security leads up to a broken section of the wall. A DC12 Wisdom
and comfort - even their clan is stable. Torrfin, though (Survival) check will demonstrate that the ice about the
fattening around the waist, is still the strongest fighter by chasm is beginning to crack and is DC12 to move across
far and so he enjoys the loyalty of all his folk. His axe, the chasm without it collapsing. In addition, the PC will see
Freezing Bite, helps secure his reign. Such a magical that there is a swarm of ice mephits below the ice. For
weapon gives him an advantage over any that might try to more information on thin ice, use the rules for lake ice as
challenge them. found in Part 3 of this book. The rules for thin ice apply to
Within this hall is Jarl Torrfin (Male Giant, NE, see both giants and adventurers within this room. The chasm
statblock), his lieutenant Wrexla (Male Frost Giant), beneath is one and fifty feet deep with a solid ice floor.
Wrexla’s wife Frenda (Female Frost Giant) and his pet If the ice is cracked and broken, then Ice Mephits will
manticore, Tscira. Wrexla and Frenda are drinking heavily, rise from the hole. For three turn on Initiative step 20, d12
sitting across from each other on the central table and Ice Mephits will rise from the hole, until there are a
exchanging loud crude jokes between each other. Jarl maximum of twelve in the lair. These Mephits will attack
Torrfin is slumping in his throne, laughing raucously at the anyone, giants, manticore or adventurers, who are closest
jokes as they come, at Point C. Tscira is prowling around at the time. The giants and the manticores will fight against
the main entrance, at Point A. the mephits if they are attacked.

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?

What of the survivors of either the Deep


Gnome Clans or the Merfolk of Scarenchill
Lake? Did they all survive, and what can they
Weapon (Flail), rare (requires attunement). tell the adventurers about this area? Are the
You gain +2 to attack and damage rolls made adventurers going to meet back up with Lenii
with this weapon, and does an additional D8 and, no doubt, take revenge against the
necromantic damage. In addition, while you are Duergar clan which enslaved her?
attuned to this weapon, your hit point maximum
increases by 1 for each level you have attained. If you’re using this book in conjunction with
This weapon is cursed by the memories of The Whitefaire Adventurer’s Guide, then this
those who have been slain by it, and those who adventure can stand as an introduction to the
the adventurer has slain in the past. The wielder Mistral Plain and all it’s dangers. The Glacier
is stalked by an imp, who simply follows them, of Djangaskoll is upon the Mistral Plain, and
always staring and whispering the final thoughts retreating from there will allow the
of those who have been slain. This imp will stare adventurers to secure a safe(ish) route into
and whisper for every waking hour. No one else the Mistral Plain. From here, they could
can see the imp. In addition, whenever the continue their investigation in Dorokhalli’s
wielder takes a long or short rest, they must take plans within Whitefaire.
an DC12 intelligence check. If this failed, the
wielder suffers from terrible nightmares If you’re using this book in conjunction with
throughout the night, and finishes the long or Storm King’s Thunder, the adventurers could
short rest with a level of exhaustion. return to Harshnag, having demonstrated
their ability to deal with and destroy Frost
Giants. From there, he gives the adventurers
the information they need to find Svalbarg.
He warns them that, while the Blizzard of Axe
and Sword were not an easy fight, they will
find much greater challenges upon the Frost
Island.
Jarl Torrfin will fight to the death, along with his allies, to
defend his place in the Ordaning and his clan’s raided Of course, the choice is up to you and we
goods. Once he is dead, the few surviving members of the hope that you’ve found this to be an
Axe and Sword Clan will disperse into other lands, driven dangerous, exciting and rewarding adventure
away from Lamastop. While this will not stop all danger to for you and your players. If you're looking for
the village, it is clear that a very significant danger has been more ideas, you can always check out The
removed from the villagers lives. The adventurers can Whitefaire Adventurer's Guide, which is
return to Lamastop and claim their reward from Iceria. available on www.dmsguild.com.
Perhaps then they can take a few, hard earned, days to rest
and relax!

PART 7: THE LAIR OF TORRFIN


49
Jarl Torrfin is a typical warlord amongst the Frost Giants.
He does not care much for the smaller folk, except to use
them as a resource to raid. He is far more interested in his
place within the Ordaning, making his prayers towards
Annam and wondering which giant he can next challenge
to fight.
Torrfin knows that he can defeat almost anyone who
challenges him. His mighty magical axe, Freezing Bite,
gives him an edge upon many other giants. He acquired
this mighty weapon after journey deep into the Savage
Lands, stealing it from the Hill Giant who thoughtless
acquired the weapon. On his return, he challenged the
leader of his Clan and slew the older Frost Giant with
several magical strikes.
A raider at heart, Torrfin lead his clan for a decade
across the snowy lands, taking what they needed before
moving on. It was only after they discovered the 'soft lands'
to the south that Jarl Torrfin built his ice-dome. Having
found a place which can easily support his needs, Torrfin
has become complacent. He does not see the need to move
his clan again until he has taken everything he can, and the
tribute of the people around brings him further glory. Such
things, he is sure, will only bring him better favour in the
eyes of Annam and the Ordaning.
Personality Traits. Torffin is obsessed with his treasure
and with his place in the Ordaning. His clan has grown as
he has led them, and now the Jarl wants to take his place in
Annam's eyes. He is charismatic (for a Frost Giant) and
loves the sound of his own voice. He is easily amused by
his lackeys and loves to eat the spoils of their raids.
Ideal. Torrfin wants to climb the ordaning and overthrow
the larger clans of Frost Giants. He is looking to fulfil his
role in Annam's eyes and thus bring about this rise in status
and power.
Bonds. The Jarl is the leader of his clan and expects the
loyalty of all the giants that comprise it. They are, so far, all
loyal to their lord.
Flaws: Jarl Torrfin, after his repeated success, has
become complacent and idle in his palace. While he
remains strong and powerful, his muscular bulk is running
into fat as he regularly gorges on the spoils of his raids.

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.

Pelagia is the leader of her clan of merfolk, the Thac-Na,


who live within the Sarenchill Lake. They number no more
than five hundred ice-merfolk, and have found a home
within the lake for more than a dozen generations.
The clan does not remember how they ended up at
Sarenchill, though stories speak of their magical
transportation from the sea to the mountains. But they are
not trapped within this lake. The merfolk have bravely
explored the entire lake, it's frigid depths and the
underground tunnels which have been carved throughout
the area. While they are aware of the Grey Dwarve hold, the
xenophobic Duergar have been known to attack the
Merfolk. But even this danger does not stop these merfolk
from their on-going exploration in these icy underwater
maze.
Pelagia has led her clan since she took over from her
father upon his death. She has helped to maintain good
relations within the clan, and has even been known to lead
missions down to the villages of the south. Carrying their
mined gemstones and rescued wealth from the lake
bottom, they have journeyed down to the lake outside
Lamastop and traded with the people there. Outside of this
Pelagia has merely watched her village survive beneath the
shadow of the glacier and the ice above
The recent arrival of both the Sahuagin and the Frost
Giants has caused her real concerns. Unable to face the
Sahaugin Baron face to face, she has tried to organise her
folk into groups to protect them. Worst still, she fears that
that might make common cause with the Clan of Axe and
Sword in the world above. Such an alliance might doom
her people, and she is desperate to avoid such an outcome.
Pelagia will promise much and risk her own life to protect
the Merfolk within the icy depths of Saranchill.
Personality Traits. Pelagia is a pragmatic hunter and
explorer in equal measure. She is kind and curious, but
recent experiences have made her cautious. She is careful
before she chooses who she is going to trust. However,
once this decision is made, her loyalty to those trusted
people is unshakeable.

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.

As one might suspect, a baby mammoth is the smaller kin


of full grown mammoths. They are generally found in wider
herds of Mammoths making their stately way across the
tundra. If this is the case, the herd will naturally defend
these babies with incredible ferocity.
Even baby mammoths are huge compared to most other
creatures, standing fully the height of a grown human. They
are curious animals, interested in the world, and would not
fight even if attacked. They will flee, squealing and
trumpeting as they go. This will attract the attention of the
adult mammoths, who will fight to death to protect their
young.

STAT BLOCKS
54
55

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