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Be aT LN Vs RIME OF THE FROSTMAIDEN™ vol 1 ICEWIND 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 cE 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 U CONTENTS ‘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 NORTH ADVENTURE 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