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PART 2: THE WAY TO THE TOP3: THE

FLYING CASTLE
THE LEGEND OF THE ICE
LADY

Introduction: Explore the mysteries concealed in an icy mountain,


including yetis, a magical castle floating over the clouds, and the
legends of a powerful fey being that dwelt there in ancient times. This
is an adventure that can be played as a standalone or as part of a wider
campaign, leaving to the Dungeon Master a lot of freedom to curate
details and create new lore!

An 8-12 hours adventure for 1st-4th level characters

by Amonshi

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Not for resale. Permission granted to print or photocopy this document for personal use only. The Legend of the Ice Lady
INTRODUCTION
PART 2: THE WAY TO THE TOP
This adventure is meant to be highly customiza- Part 1: A Gruesome Attack.
ble by the Dungeon Master (DM). While it can be
played as is, the contribution of the DM is essen-
tial to create a unique narration that will engage The party is hired to kill a beast responsible for a
the party to the fullest. In particular, the nature of deadly attack against a shepherd. The villagers
many of the mysteries present in the adventure is are divided about the nature of the creature,
not revealed in this module and the DM is encour- many believing the responsible is a fey creature
aged to develop them further and/or link them to referenced in old stories.
the lore of a wider campaign.
The administrator is convinced that the culprit is
Only the necessary locations are described in de-
a hippogriff nesting nearby and asks the party to
tail, leaving space for the creativity of the DM to
kill it.
carve out the details.
The encounters are designed for a party of 4 play-
ers of level 1 (with a level-up after Part 1) or 2.
Their difficulty can be increased following the Part 2: The Way to the Top.
suggestions provided below each encounter to
match bigger/higher-level parties or to make the The day after defeating the hippogriff, another
adventure more challenging. How easily the party deadly attack happens. This time an entire family
will deal with the encounters will depend on many has been slain. Asked by the administrator to deal
factors. Using particular items that can be found with the matter, the party will find a way to reach
during the adventure (potion of cold resistance, the top of the mountain through an ancient
fire gems, the necklace of the Ice Lady), or ex- system of caverns whose access has been
ploiting monsters' vulnerabilities will allow the recently made clear by an avalanche.
party to easily overcome their enemies. Vice
versa, the hostile environment can weaken the
party significantly before and/or during an en-
counter, as the players can take quite some dam- Part 3: The Flying Castle.
age being caught in a snowstorm, being hit by
falling stalactites, or suffering the psychic effects Near the top of the mountain, the party will reach
of a magic labyrinth. a flying caste through an ice bridge reflecting
During the story, the party will get some rewards light as a rainbow. The party can explore the
and may be able to find some treasures. They will castle and, with some clues, may find the
get gold pieces by completing the main quest and entrance to the tomb of the Ice Lady mentioned
they may find some precious/magical items along in the legends of the region.
the adventure. The DM is encouraged to add
more treasure tailored to the party (wizards love
spell scrolls!). If relevant, the DM can also include
Part 4: The Yeti.
information about a wider campaign among the
various parchments and books that can be found.
Description of the monsters in the standard en- After leaving the castle, the party will hear a loud
counters are provided in Appendix A, further mon- growl coming from the top of the mountain. They
sters referenced in the tips to increase difficulty will encounter a Yeti, the beast responsible for the
can be found in the Monster Manual. Rewards and attacks. It will become clear that on the top of the
treasures that can be found during the adventure mountain there is an isolated population of Yetis
are described in Appendix B. that after an avalanche has found a way to reach
the lowest parts of the mountains through the
caverns. On the way back to the village, inside
Overview the ancient caverns, the party will be attacked by
a mysterious cultist that seems to be aware of the
existence of the flying castle.
The story is divided into 4 sections, each of them
should take around 2 or 3 hours to be completed.
The actual duration may change widely,
depending on the level of the details used by the
DM or the playstyle of the party. A brief
description of each section is presented below.

Not for resale. Permission granted to print or photocopy this document for personal use only. The Legend of the Ice Lady
SETTING
The adventure is set on a mountain in a generic
world. All locations can be adapted to fit a specific The Flying Castle
location/campaign. Below you can find brief A fairy ancient castle floats on the clouds in the
generic descriptions of the main locations, most of sky above the mountain. It hosts the tomb of the
the details are left to the imagination of the DM Ice Lady, a powerful fey that dwelt in the
who is encouraged to enrich the story with cre- proximity of the mountain in ancient times.
ative additions. Legends about this creature are still been told in
Due to the challenges of the extreme weather, a the villages in the mountain and some have
long rest is possible only in the village, in the fly- spread even further than the towns in the valley.
ing castle, or in another building. The castle is now in ruin. It is reachable by foot
only through an ice bridge that forms after ice
The Mountain storms and melts a week after it is formed. The
The adventure sets place in a relatively small ice bridge is completely transparent and it is
mountain in a cold (possibly northern) region. visible only in certain light conditions (such as
While the lowest parts of the mountain which are dawn or dusk) in which it appears as a rainbow.
close to the valley are well-inhabited, the highest The rainbow bridge connects the mountain to a
parts are inhabited only by shepherds. There they large magical cloud with a consistency similar to
produce there a particularly valuable and cotton candy but incredibly sturdy if someone
renowned wool with a golden color. The shepherds tries to cut through it. The castle has a triangular
gather in the only village at the altitude where shape with three big towers at the vertices. The
their sheep live. walls of the castle are entirely white, and the
conical roofs of the towers are turquoise. Arriving
The highest parts of the mountain are
from the ice bridge one faces one side of the
permanently covered in ice. The peak of the
triangle with a big gate now completely
mountain is cannot be reached by climbing as the
destroyed. The tower on the opposite side points
sides there are too steep and covered in ice. It is
north and it is completely destroyed. The
however possible to reach the peak through a
southwest tower contains a big library with a
cave excavated in ancient times and long
painting of the Ice Lady, while the southeast
forgotten as its entrance was covered by ice and
tower hosts at its top a magical mirror maze.
snow. Recently, an avalanche has exposed the
Inside the castle, there is a big courtyard with a
entrance of the cave once again. The peak of the
triangular fountain with a statue of the Ice Lady
mountain is a wild place inhabited by griffons and
on top. If the crystal pyramid from the mirror
yetis. Since the passage has been freed from the
maze is put on the hand of the statue, the
snow after the avalanche, a yeti has started using
fountain will move to reveal the entrance to the
it to reach the lowest parts of the mountain
secret basements hosting the tomb of the Ice
destroying the sheep farms of the village.
Lady.
After ice storms, a transparent ice bridge forms in
the upper part of the mountain. It connects its Diamond Ridge Village
peak to the floating castle. In particular light The village of Crystal Ridge hosts a small and
conditions, such as near dawn and dusk, the ice peaceful community of shepherds. The shepherds
bridge can reflect light in such a way as to appear spend most of their time in the pastures with the
as a rainbow. sheep but frequently go to the town center to
gather supplies or to go drinking in the only local
The Cave tavern, the Blue Ice Inn. There is a small market in
From the outside, the cave leading to the top of the village, selling only simple supplies. To help
the mountain looks like an ordinary cave. After the the shepherds with the cold temperatures, a
entrance, it is clear that it was instead the work of popular item sold there is the potion of cold
some intelligent beings. On the walls grow resistance. They have found a unique recipe to
numerous fluorescent fungi emitting a dim blue craft them using the herbs found in the mountain
light. Going forward the cave consists of a series that makes them particularly cheap, they are
of stairs interrupted from time to time by large commonly sold for 50 gold a piece.
rooms. On a close examination, the walls of these
rooms present decorated pillars engraved in the
rock and traces of what should have been an
enormous fresco now completely destroyed by
humidity. The roof is covered by big ice
stalactites.

Not for resale. Permission granted to print or photocopy this document for personal use only. The Legend of the Ice Lady
PART 1: A GRUESOME ATTACK
The adventure starts at the Blue Ice Inn in Heberd story
Diamond Ridge. The administrator of the village,
a young woman appointed to regulate trade and Heberd was once a member of the alpine guards
legal affairs in the village and between the village of the region, patrolling mountains and hills
and other towns, has recruited the party to kill nearby and eliminating threats to the local
the monster responsible for a deadly attack. Two communities. He is the only survivor of his
days before, a shepherd and 5 sheep were found regiment which was destroyed by an attack made
dead in the pastures around the village. The body by some giants. In that accident, he lost his left
of the shepherd and of the sheep presented deep eye. Five days ago, after a drinking evening at
wounds due to the attack of a large monster. Due Blue Ice Inn, he went close to the highest
to snowing after the attack, no traces left by the reachable part of the mountain to investigate the
creature were found. big avalanche that had recently happened to see
if the rumors about the Ice Lady were true. His
Blue Ice Inn memories are confused due to the effects of
alcohol, but he claims to have reached the peak
The shepherds inside the Inn seem upset but not of the mountain. There he was assaulted by a
particularly afraid. Most of them claim the culprit ferocious large beast and he was able to survive
is a pack of wolves residing in the mountain since the attack by hiding in a castle floating above the
they often prey on the sheep at the pastures. clouds which he says he reached by walking on a
Some of them claim that this is the deed of a rainbow. He does not recall details about the
griffon that they swear to have seen flying up in creature, he says it was in fact difficult to spot but
the sky and disappearing among the clouds its presence could be deduced from its stench
multiple times. A shepherd (Heberd) with a long and the noise it was emitting while chasing him.
beard and a patch on one eye says this is an
attack from the monster “larger than a bear and Ice Lady legends
faster than a wolf” that he claims has attacked
him 5 days before but the other shepherds mock There are numerous legends about the Ice Lady
him saying that this is another of his drunk in Diamond Ridge and in the nearby villages
fantasies. A small group of shepherds says that around, some of them extend even further than
this is the wrath of the Ice Lady, and the big the mountain region. Below are listed the
avalanche a week ago was just proof of her contents of the most common ones in Diamond
awakening. Ridge (the DM can include more or enrich them
If the party chooses to ask some of these people with more details):
about their claims they can learn more about 1. (Good) The Ice Lady is a benevolent spirit
Heberd's story or the legends about the Ice Lady. helping people in need in the mountains,
The DM is encouraged to add details and guide especially protecting against attacks from
the development of the conversations as yetis.
appropriate.
The administrator of the village disputes the 2. (Neutral) The Ice Lady is a magical
claims from the crowd, refusing non-rational creature living in the mountain. She flies
explanations involving unknown monsters or the skies around using her sleight pulled
legends. She says that while the responsible by white hares. She leaves behind her a
creatures must be bigger than wolves, it is trail of diamond dust.
unlikely to be a griffon as no griffon nests are 3. (Neutral) The Ice Lady is the lover of the
known to be in the mountain. She deems the Wind Master. When they are together the
hippogriff nesting nearby the village to be impetuosity of their passion can create
responsible for the attack and asks the party to huge ice storms.
kill it. She offers a reward of 500 gold pieces.
4. (Evil) The Ice Lady is a malign fey slaying
those that might reach the peak of the
mountain. She demands offers of white
Side quest: hunting wolves hares. Failing to comply with her requests
One of the shepherds will approach the party will result in avalanches, violent ice
and will ask them to slay some wolves that are storms, and other destructive weather
attacking his flock. He will offer the party a events.
reward of 2 potions of cold resistance if they kill The shepherds that believe that the attack has
6 wolves (bringing their skins as proof) been due to the Ice Lady will always tell legend
inhabiting the mountain. number 4 (eventually including details from 2 and
3). When asking the others villagers, the DM can

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PART 1: A GRUESOME ATTACK
choose freely or roll a 1d4 to determine which should now level up to level 2. If you are using XP
legend they will tell. to track level progression, you can award the
party the minimum amount of XP needed to make
The hunt all players level up to level 2 as reward for
completing the mission.
Following the directions given by the
administrator, the party can easily reach the
hippogriff nest.
As soon as the party leaves the village, it will be
attacked by a pack of 3 wolves.
Suggestions to increase difficulty: the DM can increase
the number of wolves and/or replace a wolf with a Dire
Wolf.
The wolves will try to ambush the party: the
wolves will make a stealth check and party
members whose passive perception is lower than
the lowest of the wolves' rolls+multipliers will be
surprised. Party members that are actively
looking for traces of monsters or animals will
make a perception check instead of using their
passive perception to determine if they are
surprised.

Side quest: hunting wolves


On the way to the hippogriff nest, and on the
way back to the village, each member of the
party can make a Nature check with DC 15: on
a success, the member will spot some tracks
leading to another pack of 3 wolves that they
can fight if they want.
Suggestions to increase difficulty: the DM can
increase the number of wolves and/or replace a wolf
with a Dire Wolf.

After fighting the wolves, continuing along the


way, the party will arrive in the vicinity of the
hippogriff nest. The players in the party will make
a perception check to spot the hippogriff. The
hippogriff will make a stealth check, if all the
perception checks of the party are lower than
this, the fight will start and the party will be
surprised. If at least one party member succeeds
they can (if they wish) roll stealth checks, if they
all roll more than the hippogriff’s passive
perception the hippogriff will be surprised in the
fight.
Suggestions to increase difficulty: add another hippogriff
and/or automatically make the party surprised.
After the fight, not far from the nest, they will find
a dead hippogriff presenting wounds similar to
the ones of the attack on the shepherd.
Upon returning to Diamond Ridge, the
administrator will give them their reward and a
free room to spend the night.
To continue the adventure smoothly (and avoid
the risk to be one-shot), any player of level 1

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PART 2: THE WAY TO THE TOP
The cave is illuminated by the fluorescent
Another attack mushrooms, emitting dim light up to 30 feet
The next day the party is woken up by the distance from the cave walls.
commotion downstairs in the inn. Apparently,
Immediately after the party enters the cave, they
there had been another attack during the night.
are attacked by a group of 3 Ice Mephits. The
This time an entire family had been slain: the
Death Burst of the Ice Mephits triggers the fall of
monster attacked an isolated farm near the
pastures. The administrator of the village will ask ice stalactites.
the party to investigate this new attack promising Suggestions to increase difficulty: increase the number
a reward of 1000gp if they find and slay the beast of Ice Mephits.
responsible for the attack.
If the party goes to the attacked farm, they will The path in the cave goes up a series of large
find that the sheep pen, as well as the house stairs. Following the stairs, from time to time
entrance door and various pieces of furniture there will be some small storage rooms engraved
inside, are completely destroyed. All the sheep in the rock of the mountain. They are all empty,
were killed. The creature has left behind a trail of except one which is sealed by a wooden door. The
blood and footprints. The footprints look similar to door can be picked with the Thieves Tools (DC
those of a bear but much bigger and with bigger 15), forced with an athletic check (DC 15), or
claws. destroyed with attacks (10hp, AC 5). Trying to
The trail goes up the mountain but at a certain force the door, attacking it, or trying to open it in
point, it disappears as it seems that it has snowed a non-gentle manner will trigger the fall of ice
there after the creature had passed. If the party stalactites. Inside the storage room they will find
looks for the cave (for example if they have some books and documents mostly ruined by
apprehended its existence by Heberd story or if humidity (the DM can add some information in
they are looking for a cave as the liar of the there or a spell scroll for a wizard), and 3 fire
creature) the players can make a nature check gems (see Appendix B for details). They will also
with DC 18. If at least one player passes the find a small gem worth 25gp. After climbing up
check, they immediately find the entrance of the for a while the party will reach the exit of the
cave. If not, they are caught up in the middle of cave and find itself close to the peak of the
an ice storm. The temperature drops significantly mountain.
and each player must make a Constitution Saving
Throw with DC 13: on a failed save the player The Ice Bridge
takes 3d6 cold damage and half such damage on Right after exiting the cave, the party will see the
a successful one. The players have enough time fresh snow reflecting the dusk light and not far
to drink a potion of cold resistance (if they have from their location a rainbow with an unusually
one), before knowing the outcome of the saving straight shape starting from one side of the
throw. The players are disoriented by the storm mountain and disappearing into a cloud. After
but, in the end, they stumble upon the entrance getting close the rainbow will no longer be visible
of the cave. but the party will easily notice that in its place is
a transparent ice bridge. After crossing the bridge
The Cave they will find the floating castle, but they will be
Entering the cave the members of the party will attacked by a griffon that has nested on the walls.
make a perception check. Rolls higher than 10 will Suggestions to increase difficulty: make the party
notice that the roof is filled with ice stalactites, surprised by the griffon or add some Ice Mephits.
rolls higher than 15 will also realize that the
stalactites are unstable and can easily fall if After fighting the griffon the sun is almost set,
perturbed. and with the darkness is impossible to spot the
ice bridge (which is transparent) in the cloud. The
only reasonable place to spend the night seems
Ice Stalactites the castle (the party can make a long rest there if
Whenever an effect that could destabilize the the players want). The castle is very dark at
ice stalactites takes place (such as loud noise, night, but the party is able to find a suitable spot
thunder damage, explosions, strong wind, etc.) inside the south wall to sleep.
all creatures in a radius of 5 feet must take a
Dexterity Saving Throw with DC 12. On a failed
save, the creature takes 1d6 piercing damage
from the falling stalactite.

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PART 3: THE FLYING CASTLE
With daylight, the party can explore the castle. party and an Animated Armor and two Flying
The castle is triangular with 3 towers connected Swords.
by the walls and a triangular courtyard in the
Suggestions to increase difficulty: add more Flying
middle. The northern tower is completely
Swords.
destroyed and inaccessible.
Sketched descriptions are provided only for the
locations necessary for the adventure, the DM is
The Southeast Tower
The top room of the southeast tower is a large
encouraged to add details for the non-specified
mirror room. The mirrors form a labyrinth that is
locations and to add extra game mechanics for
very difficult to navigate through. The mirrors are
these.
also infused with some magic that, apart from
The order in which the locations are described will
making the task even more difficult, can
not necessarily match the order in which the
hypnotize those who wander into the room. When
party will explore the castle. Some areas might
the party starts navigating the labyrinth, the
remain unexplored (like The Crypt if the party
players must make a Wisdom Saving Throw with
doesn’t find a way to reach it).
DC20. On a failed save, the player ends up again
at the entrance of the room and takes 1d4
The Southwest Tower psychic damage. On a successful save, the player
The southwest tower host on the last floor a huge will reach the center of the mirror room. Players
library. Light comes through the tower roof which that fail the saving throw might attempt to
is made of crystal in a small portion around the navigate the mirror labyrinth again if they want.
tip. There are multiple shelves and some big At the center of the room, there is a pedestal with
desks. Some books are scattered on the ground. a crystal pyramid and a letter written in Sylvan.
A couple of desks have some books and The letter is a goodbye letter addressed to Lady
parchments scattered on top of them. Most of the Caendrell after her death from her lover Aegan
books are written in Sylvan but there are some the Wind Master. The DM can elaborate on the
books written in elvish and common as well (the details of the content at will.
DM can include in some of these books relevant
information for a broader campaign). If a member
of the party searches for traces and succeeds in a
The Courtyard
The courtyard is quite large and is surrounded by
Perception check with DC 15, they will find boots
the walls of the castle. In the center there is a
tracks made from mud on one of the carpets that
large, no longer working, fountain whit on top a
are no older than a couple of days.
statue of the Ice Lady that is almost identical to
On one wall, there is a huge painting of a lady the painting in the library, only the pyramid in her
dressed in turquoise robes wearing a diadem and hand is missing. If the pyramid from the mirror
a necklace of blue sapphires and holding a crystal room is placed in the hand of the statue, the
pyramid in one hand. fountain will slide sideways opening an entrance
to stairs leading to the tomb of the Ice Lady.
While examining the parchments on the desks the
players can make an Investigation check with DC
10, on a successful check the players find a map The Crypt
of the castle. The map contains also a map of the After going down the stairs, the party will reach a
basements of the castle, and it is possible to huge spherical chamber with a marble coffin in
understand that these can be reached somehow the middle. The walls of the chamber are made of
from the middle of the courtyard. magical crystals emanating a dim blue light. After
In one of the desks, they find a parchment written entering the chamber the party will be attacked
in common describing the creatures that live in by the Crystal Guardian of the tomb.
the mountain, containing brief descriptions of
Suggestions to increase difficulty: add some ice mephits.
hippogriffs, griffons, ice mephits, and the yeti.
Players that read the parchment may make an After the battle, the party will notice that the top
Insight check with DC 13, on a success they will of the coffin is engraved with a female figure
learn about the Yeti fear of fire trait. much like the one in the painting in the library
The DM can include here some more specialized and the one in the statute in the courtyard. A
rewards to be found (possibly after succeeding a necklace of blue sapphires lays around the neck
check). of this engraved figure. This is the Necklace of the
In the center of the library, there is a decorative Ice Lady (see Appendix B for details). When
armor and on one wall some ornamental weapons members of the party wear the necklace for the
are hung. Sometime after the party enters the first time, they can make a Perception Check with
library the armor and two swords will take life and DC 10. On a successful check, they will notice
attack them. This will start a fight between the

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PART 3: THE FLYING CASTLE
that wearing the necklace makes them insensitive
to cold which is replaced by a warmth sensation.

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PART 4: THE YETI
After leaving the castle, and reaching the village will give them their reward and will
mountain again through the ice bridge, the party dismiss them as she has to think about how to
will hear a loud growl in the distance. Not far, deal with the new threat posed by yetis.
they will also spot some footprints on the snow
similar to the ones left near the destroyed farm.
The party can follow the track by succeeding in a This is the end of the adventure, it’s now up to
DC 17 Survival check. On a success they can the DM to decide if and/or how to continue the
ambush the yeti if all the members pass a stealth story. I hope you enjoyed it!
check against the yeti passive perception, the
fight will start with the yeti surprised. On a fail,
they will not be able to follow the track and they
will spot the yeti only when they are close by, the
fight will start with no member surprised.
Suggestions to increase difficulty: add some ice mephits.
After the fight, the party will hear a series of
growls much like the one they heard from the
yeti. It becomes clear that it was not an isolated
monster but a small group of yetis inhabiting the
peak of the mountain. The growls will become
louder and closer and if the party will not choose
to run away, it will be attacked by another yeti.
The party can easily find its way back to the cave.
In a wide chamber inside the cave, the party will
be approached by a Cult Fanatic. He is wearing
black robes with flame drawings. He will stop the
party asking them to give up all the loot they
have found inside the castle. In particular, if the
party has found the Necklace of the Ice Lady and
someone is wearing it, he will specifically require
it as well. If a member of the party tries to
deceive him about what they have found inside
the castle, he will have to make a deception
check contested by an insight check from the
cultist. On a failure, the cultist will know they are
lying. If the party refuses to give all the loot the
opponents suspects, a fight will start.
Suggestions to increase difficulty: add some Cultists.
The roof of the chamber is covered with
stalactites and the stalactite mechanics from
section 2 still apply. If a fight starts, in its
aftermath, the party will find on the cultist a map
of the mountain clearly specifying the location of
the flying castle and some scrolls written in the
same language as the ones in the library inside
the castle. They will also find a map with a mark
on a location named the temple of Vadarath, the
Fire Lord. The DM can add some letters with
relevant information to include the story in a
broader campaign.
After the encounter, the party will easily find its
way back to Diamond Ridge village. If they ask
around about the cultist that they have
encountered, some shepherds will say that they
have seen a group of foreigners wearing black
robes with flame drawings a couple of days
before the avalanche happened. None of the
shepherds knows about the temple of Vadarath.
After hearing their story, the administrator of the

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APPENDIX A: MONSTERS STATS
WOLF
(From Monster Manual)
Medium Beast, unaligned
Keen Hearing and Smell. The wolf has advantage on Wisdom
Armor class 13 (Natural Armor) (Perception) checks that rely on hearing or smell.
Hit points 11 (2d8+2)
Speed 40 ft. Pack Tactics. The wolf has advantage on an attack roll against a
creature if at least one of the wolf's allies is within 5 ft. of the
creature and the ally isn't incapacitated.

STR DEX CON INT WIS CHA Actions

12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it
Skills Perception +3, Stealth +4 must succeed on a DC 11 Strength saving throw or be knocked
Senses passive Perception 13 prone.

Challenge 1/4 (50 XP)

HIPPOGRIFF
(From Monster Manual) Actions
Large Monstrosity, Unaligned
Multiattack. The hippogriff makes two attacks: one with its beak
and one with its claws.
Armor class 11 (Natural Armor)
Hit points 19 (3d10 + 3) Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 40 ft., fly 60 ft. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA

17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)

Skills Perception +5
Senses Passive Perception 15
Languages --

Challenge 1 (200 XP) Proficiency Bonus +2

Keen Sight. The hippogriff has advantage on Wisdom


(Perception) checks that rely on sight.

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APPENDIX A: MONSTERS STATS
ICE MEPHIT
(From Monster Manual) Death Burst. When the mephit dies, it explodes in a burst of
jagged ice. Each creature within 5 feet of it must make a DC 10
Small Elemental, Neutral Evil
Dexterity saving throw, taking 4 (1d8) slashing damage on a
failed save, or half as much damage on a successful one.
Armor class 11 (Natural Armor)
Hit points 21 (6d6) False Appearance. While the mephit remains motionless, it is
Speed 30 ft., fly 30 ft. indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day). The mephit can innately cast fog


cloud, requiring no material components. Its innate spellcasting
STR DEX CON INT WIS CHA ability is Charisma.

7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold
Skills Perception +2, Stealth +3 damage.
Damage Vulnerabilities Bludgeoning, Fire
Damage Immunities Cold, Poison Frost Breath (Recharge 6). The mephit exhales a 15- foot cone
Condition Immunities Poisoned of cold air. Each creature in that area must succeed on a DC 10
Senses Darkvision 60 ft., Passive Perception 12 Dexterity saving throw, taking 5 (2d4) cold damage on a failed
Languages Aquan, Auran save, or half as much damage on a successful one.
Challenge 1/2 (100 XP) Proficiency Bonus +2

GRIFFON Challenge 2 (450 XP)


(From Monster Manual)
Large Monstrosity, Unaligned
Keen Sight. The griffon has advantage on Wisdom (Perception)
checks that rely on sight.
Armor Class 12
Hit Points 59 (7d10 + 21) Actions
Speed 30 ft., fly 80 ft.
Multiattack. The griffon makes two attacks: one with its beak
and one with its claws.
STR DEX CON INT WIS CHA Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Skills Perception +5
Senses Darkvision 60 Ft., passive Perception 15

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APPENDIX A: MONSTERS STATS
FLYING SWORD Senses Blindsight 60 ft. (blind beyond this radius), Passive
(From Monster Manual) Perception 7
Languages --
Small Construct, Unaligned
Challenge 1/4 (50 XP) Proficiency Bonus +2

Armor Class 17 (natural armor)


Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover) Antimagic Susceptibility. The sword is incapacitated while in the
area of an antimagic field. If targeted by dispel magic, the sword
must succeed on a Constitution saving throw against the caster's
spell save DC or fall unconscious for 1 minute.
STR DEX CON INT WIS CHA
False Appearance. While the sword remains motionless and
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5) isn't flying, it is indistinguishable from a normal sword.

Actions

Saving Throws DEX +4 Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Immunities Poison, Psychic target. Hit: 5 (1d8 + 1) slashing damage.
Condition Immunities Blinded, Charmed, Deafened, Frightened,
Paralyzed, Petrified, Poisoned

ANIMATED ARMOR Senses Blindsight 60 ft. (blind beyond this radius), Passive
(From Monster Manual) Perception 6
Languages --
Medium Construct, Unaligned
Challenge 1 (200 XP) Proficiency Bonus +2

Armor Class 18 (natural armor)


Hit Points 33 (6d8 + 6) Antimagic Susceptibility. The sword is incapacitated while in the
Speed 25 ft. area of an antimagic field. If targeted by dispel magic, the sword
must succeed on a Constitution saving throw against the caster's
spell save DC or fall unconscious for 1 minute.

STR DEX CON INT WIS CHA False Appearance. While the sword remains motionless and
isn't flying, it is indistinguishable from a normal sword.
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Actions

Multiattack. The armor makes two melee attacks.


Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Frightened, Paralyzed, Petrified, Poisoned Hit: 5 (1d6 + 2) bludgeoning damage.

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APPENDIX A: MONSTERS STATS

CRYSTAL GUARDIAN Senses Darkvision 60 ft, Passive Perception 15


Large construct, unaligned Languages Understands the languages of its creator but can't
speak

Armor class 16 (Natural Armor) Challenge 2 (500 XP) Proficiency bonus +2


Hit points 70 (8d10 + 26)
Speed 30 ft Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit:
8 (1d8+4) bludgeoning damage.
STR DEX CON INT WIS CHA
Crystal proliferation (Recharge 4-6). The guardian stomps and
18 (+4) 9 (-1) 18 (+4) 1 (-5) 9 (-1) 1 (-5)
sharp crystals emerge from the ground nearby it. Each creature
in a radius of 15 feet starting from the guardian must make a
Dexterity Saving Throw with DC 13. On a failed save the creature
take 1d8 slashing damage and half such damage on a successful
Damage vulnerabilities Thunder.
one.
Damage immunities Poison, Psychic.
Condition immunities Charmed, Exhaustion, Frightened,
Poisoned

YETI Fear of Fire. If the yeti takes fire damage, it has disadvantage on
(From Monster Manual) attack rolls and ability checks until the end of its next turn.

Large Monstrosity, Chaotic Evil Keen Smell. The yeti has advantage on Wisdom (Perception)
checks that rely on smell.

Armor Class 12 (natural armor) Snow Camouflage. The yeti has advantage on Dexterity (Stealth)
Hit Points 51 (6d10 + 18) checks made to hide in snowy terrain.
Speed 40 ft., climb 40 ft.
Actions

STR DEX CON INT WIS CHA Multiattack. The yeti can use its Chilling Gaze and makes two
claw attacks.
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Skills Perception +3, Stealth +3 Chilling Gaze. The yeti targets one creature it can see within 30
Damage Immunities Cold feet of it. If the target can see the yeti, the target must succeed
Senses Darkvision 60 ft., Passive Perception 13 on a DC 13 Constitution saving throw against this magic or take
Languages Yeti 10 (3d6) cold damage and then be paralyzed for 1 minute,
unless it is immune to cold damage. The target can repeat the
Challenge 3 (700 XP) Proficiency Bonus +2 saving throw at the end of each of its turns, ending the effect on
itself on a success. If the target’s saving throw is successful, or if
the effect ends on it, the target is immune to the Chilling Gaze
of all yetis (but not abominable yetis) for 1 hour.

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APPENDIX A: MONSTERS STATS

Cult Fanatic Dark Devotion. The fanatic has advantage on saving throws
(From Monster Manual) against being charmed or frightened.

Medium humanoid (any race), any non-good alignment Spellcasting. The fanatic is a 4th-level spellcaster. Its spell
casting ability is Wisdom (spell save DC 11, +3 to hit with spell
attacks). The fanatic has the following cleric spells prepared:
Armor Class 13 (Leather Armor)
Hit Points 33 (6d8+6) Cantrips (at will): light, sacred flame, thaumaturgy
Speed 30 ft. • 1st level (4 slots): command, inflict wounds, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon

STR DEX CON INT WIS CHA Actions

11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Multiattack. The fanatic makes two melee attacks.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: (1d4 + 2) piercing damage.
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11 Dagger. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one
Languages Any One Language (Usually Common) creature. Hit: (1d4 + 2) piercing damage.

Challenge 2 (450 XP)

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APPENDIX B: ITEMS & REWARDS

POTION OF COLD RESISTANCE


Potion, uncommon

When you drink this potion, you gain resistance to cold damage for 1 hour.

THE NECKLACE OF THE ICE LADY


Wondrous Item, legendary (requires attunement)

While wearing this necklace, you are Immune to cold damage.

FIRE GEM
Wondrous Item, uncommon

As an action, you can throw this gem up to 60 feet away from you. On impact, it will explode: each creature in a 10 feet radius
from the impact point must make a Dexterity Saving Throw (DC 12). A creature takes 1d10 fire damage on a failed save and half
as much damage on a successful one.

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