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aT LN Vs
RIME OF THE FROSTMAIDEN™
vol
1ICEWIND DALE
RIME OF THE FROSTMAIDEN®CREDITS
Story Creator & Lead Writer Christopher Perkins
‘Wiring Team: Stacey Allan, Bll Benham, H.H. Carlan, Celeste
Conowitch, Dan Dillon, Will Doyle, Mikayla Ebel, Anne
Gregersen, Chad Quandt, Morrigan Robbins, Ashley Warren
Rules Development: Jeremy Crawford, Oan Dillon, Gen Petisr,
‘Taymor Rehman
‘World Building: John Francis Daley, Crystal Frasier, jonathan
Goldstein, Ed Greenwood, Amanda Hamon, Adam Lee,
{ri Levitch, Mike Mearls, Christopher Perkins, Jessica Price,
AA. Salvatore, Kate Welch, Shawn Wood
Editor: Kim Mahan
[rt Director: Kate Irwin
‘Senior Graphic Designer: Trish Yochum
phic Designer: Trystan Falcone
Cover Illustrators: Hydro74, Tyler Jacobson
Interior llustrators: Mark Behm, Eric Belisle, Zoltan Boros,
Christopher Burdet, Paul Scott Canavan Sidharth
Chaturvedi, jedd Chevrier, David René Christensen,
CoupleOfKooks, Nikki Dawes, Axel Defais, Olga Drebas,
Jesper Ejsing, Jason A. Engle, Carolin Garib, Lars Grant
West, Leesha Hannigan, Sam Keiser, jalan Kok, lly Lawson,
‘Titus Lunter, Andrew Mar, Marcela Medeiros, Robson
Michel, Scott Murphy, Irina Nordso, Stephen Oakley, Robin
Olausson, Claudio Pozas, Livia Prim, Apri Prime, David
Sladek, Craig | Spearing, Gran Valeza,Svetln Velinow,
Richard Whiters, Shawn Wood, Zuzanna Wuzyk
Cartographers: Stacey Allan, Will Dole, Mike Schley
Concept Art Director: Shawn Wood.
Concept ilstrator: Olga Drebas, Titus Lunter, April Prime,
‘Chris Rahn, Jenn Ravenna, Richard Whitters, Shawn Wood,
Kieran Yanner
‘ON THE COVER
‘uri the Frostmaiden claims her latest victim in Tyler
Jacobson’ chillingly macabre cover illustration. On the back,
an elemental sprit called a chwinga comes out to play
6207867000001 EN
ISBN: 978-0-7869-66981
Fiest Printing: August 2020
987654321
rit ft Uned Seo Ares rd nnd te werden ec
‘Senior Producer: Dan Tovar
Producers ill Benham, Robert Hawkey, Lea Heleotis
Project Engineer: Cynida Callaway
Imaging Technician: Sven Bolen, Carmen Cheung, Kevin Yee
‘Art Administrator David Gershman
Prepress Specialist: Jefferson Dunlap
Franchise & Global Brand Strategy: Nathan Stewart
Executive Producer: Ray Winninger
Director of Licensing & Publishing: Liz Schuh
Licensing Manager: Hilary Ross
Marketing & Communications: Bart Caroll, Pelham Greene
Shauna Narciso, Emi Tan, Greg Tito, Anna Vo
Product Marketing Manager: Chris Lindsay
Brand Manager: Shelly Mazzanobie
Editorial Assistance: Orion D. Black
Thanks: Holly Barbacovi ason Barbacovi, Banca
Bickford, Cassidy Borger, Chris Cocks, Tony Craven, Jonathan
Cruz, Soten Danielson, Jonathan Doran, Eugene Evans, lay
Gellerman, Chad Gokey, Andrew Harasyeiw, Emily Johnson,
‘Omega “Critical Bard” jones, Ty Koebernick, Erin Kramer,
Dan LaValby, Randy Lenius, Joshua Mendenhall, Connor
Miler, Glen Miller, Nick Mitchel, Tim O'Hara, Michele
Picard, Bob Pursley, jeff Rebbeck, Bill Rose, David Schwartz
Rebecca A. Smith, Jayson Thiry, andthe hundreds of play
testers who helped make this adventure more fun
Vavind Gla arto oof hart ce eel te toe x, my
ON THE ALT-COVER
Hydro74 shows the doom of Ten-Towns: Aull the Frostmaiden,
the god of winter's wrath. Adorning the back cover i the Frost:
maiden's holy symbol
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Meter Marangoni Cie
ict ine USA. 20a Cos LPO Box, Ren WA SHS7-70UEA, Manfred y Haro SA, us Ele oka 3,880 Demon
fore ace The Sea Stat Ladege Me UBD UCONTENTS
‘Welcome to the Far North...
About This Book... :
‘Adventure Summary.
Running the Adventure...
Character Creation,
(Chapter I: Ten-Towns..
Running This Chapter.
‘Ten Towns Overview
Cold Open nnn
Starting Quest: Cold Hearted Killer 22
Starting Quest: Nature Spirits.
Breen nnn
Lake Monster...
sey Shander.
Foaming Mug’nnnnnonn
Caer Dineval
Black Swords.
Caer Konig nnn
‘The Unseen
Dougan's Hole
Holed Up nm =
Basthaven nn
Toil and Trouble
Town Hall Capers...
Good Mead,
“The Mead Must Flow
Lonely W00d ern
‘The White Moose.
Targos.
Mountain Climb.
Termalaine
‘ABeautiful Mine.
Running This Chapter enn
Wilderness Encounters...
laces of Interest.
Angajuk’s Bell
Black Cabin.
Cackling Chasm
Cave ofthe Berserkers
Dark Duchess
1d Ascendant. z
Jarimoot pone
KKatkolohi nnn
Lost Spire of Nether
Reghed Tribe Camp.
Revels End. 3
Sheytower Shelter nnn
Wyrmdoom Crag.
(Chapter 3: Sunblight..
Running This Chapter nena
Finding the Fortress.
Xardorok's Fortres nnn
Fortress Fallout
Chapter 4: Destruction’s Light.
Running This Chapter.
Return to Ten Towns .
Dragon Scourge
Showdown!
Vellynne’s Quest
Chapter 5: Aurils Abode. 196
Running This Chaplet nccnnnnnenl9T
Sea of Moving lee nnn 9T
Island of Solstice enn 198
Grimskalle 203
Tests ofthe Fosmaien Scorecard 208
Weapping Up. 213
er a4
Running This Chapter. eS
Race tothe Glacier. 215
Opening the Way . D6
Into the Caves of Hunger nnn 216
Wrapping UPennmrnnnnnnn 229
Chapter 7: Doom of Ythry -n-----230
Running This Chapter oncccnnwnn231
[Necropolis of YEheYM wn 232
Dealing with the Arcane
Brotherhood ne 259
Ari's Wrath. v6
‘Summoning the Tarrasque ----260
pllogue nn ann 261
What Secrets Remain nnn 261
Stummer Is Coming. 261
Winter Bverlasting onsen 262
Year of Chilled Marrow oc 262
App. Az leewind Dale Trinkets.....263
‘App. B: Character Secrets. 264
App. C: Creatures. DOB,
‘Arcane Brotherhood D8
PBF nnn 2 270
Dzsan's Simlacr inn 2TL
[Nass Lantomir's Ghost. 272
Vellynne Harpell.. 274
Ari the Frostmaiden 214
First Form. ee
‘Second Form. airy
Third Form cnn TB
Brain ina Jaton 279
(Chardalyn Berserker snnnnn- 280
(Chardalya Dragon ne menrnnnn 281
Chwing 1282
Coldlight Walle enn 284
Cf Cen v5
Dengan eee
Duergar Hammerernnnnon 286
Duergar Mind Master on = 286
Xardork nbn JT
Fok eo 288
Frost Dri
Frost Giant Skeleton,
Gnoll Vampire
Goliath ann
Goliath Warrior
Icewind Kobold Zombie -w-n-u297
Kobold Vampire Spawn,
Living Spells.
Living Bigby’s Hand.
Living Blade of Disaster nn299
Living Demiplane...
Magen...
Demos Magen...
Galvan Magen.
Hypnos Magen
Mimic
Spitting Mimic.
Mind Flayers..
‘Gnome Ceremorph..
Gnome Squidling..
Mountain Goat
Reghed Nomads...
Guavald Halraggson
Jarund Elkhardtw
‘Bjornhild Solvigedottir.
Isare Kronenstrom on
Reindeer
Seal,
Snow Golem...
Snowy Owlbeat nnn
Sperm Whale
‘Tomb Tapper.
Vere nnn
Verbeeg Longstidet nnnnone 311
Verbeeg Marauder.
Walruses...
Walrus =
Giant Walrus,
Yeti
Yeti Tyke.
‘App. D: Magic.
Magic ems...
Boke 317
Wizard Spells... 318
App. E: Rime ofthe Frostmaiden 319
Afterword 320
eo aasia
See
314
“The following D&D books provided text
and inspiration:
Carrol, Bart and others, Lost Laboratory of
walsh, 2018
Greenwood, Ed and Tim Beach, Pages fom
the Moges. 195.
James, Brian R. and Ed Greenwood. The
(Grand History of the Realms. 2007.
Perkins, Christopher. Storm King’s
“Thunder 2016.
Perkins, Christopher, Will Doyle, and Steve
‘Winter. Tomb of Annihilation: 2017
Perkins, Christopher and others. Water-
‘deep: Dungean ofthe Med Mage. 2018.
Salvatore, R.A, Jefey Ludwig, James W-
att, and Matthew Serett. Legacy ofthe
(Crystal Shard. 2073,
sade with Jie Butler. Netherit Empire of
‘Magic. 1996,WELCOME TO THE FAR NoRTH
ORTH OF THE SPINE OF THE WORLD AND
‘west ofthe towering Reghed Glacier is a
frigid expanse few dare to explore let alone
inhabit. This icy land of windswept tundra
recently became locked in a perpetual, dark
‘winter without reprieve. Auril the Frostmaiden, the
‘vine embodiment of winter's fury, has withdrawn to this
cold corner ofthe world to live among mortals. Further,
she has cast a terrible spell over Icewind Dale, tothe
detriment of most ofits denizens,
Each night before midnight, Auril takes to the sky
‘on the back of a white roc and weaves her spell, which
‘manifests as a shimmering curtain of light—a beautiful
aurora that illuminates the night sky and fades before
dawn. This powerful magic prevents the next day's
‘sun from rising above the horizon, turning midday into
twilight and trapping Icewind Dale in winter's dark em-
‘brace, with no sunlight or warmth to melt the snow and
ice. Each casting of the spell leaves the Frostmaiden
‘weakened, with just enough divine power left to barri-
ceade the mountain pass with blizzards and churn the
‘Sea of Moving Ice with blistering winds. Such measures,
discourage travelers from approaching or leaving Ice-
‘wind Dale, further isolating the region. Icewind Dale
has thus been trapped in a different reality from the
rest of the world, for though the sun never rises over the
dale, it continues to rise everywhere else.
‘The people of Icewind Dale know Auris wrath when
they feel it, and they have a name for the unending win-
ter she has inflicted on them. They call it the Everlasting
Rime. No one understands why the Frostmaiden has im-
‘posed her will in this way or why the other gods refuse
tochallenge her. This prolonged winter, which has gone
‘on for more than two years, threatens to doom not just
the flickering lights of civilization known as Ten-Towns
‘but also the indigenous flora and fauna that need sun-
light and the change of seasons to survive.
Not all creatures are discouraged by what has trans-
pired north of the Spine of the World. The long nights
and sunless days are a blessing to Xardorok Sunblight,
‘a duergar who longs to carve out a domain for himself
‘on the surface and enslave the people of Ten-Towns in
the process. Already, he has taken advantage of Auril’s
‘magic and raised a fortress amid the dark shadows of
the mountains. From here, his underlings strike out
‘across the tundra in search of chardalyn—a crystalline
substance known to exist only in feewind Dale. Once he
gathers enough of t, Xardorok plans to construct a char-
dalyn dragon and unleash it upon Ten-Towns.
Despite Auril’s blizzards and other deterrents, visitors
‘tll come and go. Among the recent arrivals are four
‘wizards of the Arcane Brotherhood, a powerful society
of spellcasters based in Luskan. They've come chasing
rumors of a lost city buried under the Reghed Glacier—a_
fragment ofthe long-gone Empire of Netheril, whose
wizards wielded magic that terrified the gods. Netherese
‘magic has a way of attracting power-hungry wizards, as
members of the Arcane Brotherhood often are. The cit-
ies of Netheril floated among the clouds, making them
‘almost impervious to assault for centuries. Then, nearly
two thousand years ago, this floating city crashed during
the fall of the empire, and no one has found or explored
it since. Itis, arguably, Icewind Dale's greatest secret—a
necropolis of Netherese wizards and the magic they left
behind. What survived the crash is anyone's guess, but
‘we're about to find out!
AxsouT THIS BOOK
Teewind Dale: Rime of the Frostmaiden is a DUNGEONS
{& DRAGONS adventure optimized for four to six charac:
ters. The player characters are the heroes ofthe story;
this book describes the villains and monsters the heroes
‘must overcome and the locations they must explore to
bring the adventure to a successful conclusion.
‘This book presents Icewind Dale as a self-contained.
‘campaign setting in which you can base adventures
‘of your own. All pertinent details about the setting are
‘covered here, with room left to add new locations and
villains of your own design.
WELCOME TO THE FAR NORTHADVENTURE SUMMARY
A duergar despot forging a dragon out of chardalyn. A
lost city of magic entombed ina glacier. A frozen wilder
ness rapped in Auris grip. These three plot elements,
woven together, form this adventure
Duzroar Desror
‘The Reghed nomads who stalk the tundra and the
‘Ten-Towners who keep civilization alive are so con:
cerned with day-to-day survival that they typically pay
litte heed to the evil forces gathering on the fringes of
Icewind Dale. Adventurers are much etter equipped to
deal with such threats, particularly in the dead of winter,
One recent arrival in the area is Xardorok Sunblight, a