100% found this document useful (1 vote)
972 views35 pages

1643747-Rime of The Frostmaiden Companion 5 - Aurils Abode

Uploaded by

mattias
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
100% found this document useful (1 vote)
972 views35 pages

1643747-Rime of The Frostmaiden Companion 5 - Aurils Abode

Uploaded by

mattias
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/ 35

FOREWORD

ONE COMPANION TO RULE THEM ALL USING THIS SUPPLEMENT


No campaign is easy for a Dungeon Master to run but the The Companion is quite formulaic; every chapter is
Rime of the Frostmaiden Companion ("Companion" for designed to be easily digestible, whether you're a veteran
short) is devoted to making it easier and more satisfying reader or just diving into it mid-campaign.
for you to run. By providing new hooks, variants, flavor Shorthand. This supplement is massive. The
text, as well as any referential information for creature abbreviations below must be implemented to reduce the
statistics or magic items, this supplement should make for strain on your printer or the scroll wheel of your poor,
a faithful companion to keep at your side. poor mouse:
RoFM refers to Icewind Dale:Rime of the Frostmaiden.
ABOUT THE AUTHOR Ch. refers to a chapter of the module (e.g. "Ch. 1").
Appx refers to an Appendix of the Companion
Wyatt Trull—that's me—is an American nerd avoiding all
MM refers to the Monster Manual
his responsibilities by teaching English abroad. He's
VGM refers to Volo's Guide to Monsters, the monsters of
currently languishing in the South Korean countryside.
which are featured in this guide.
You can check out more of his—my—work on his
MToF refers to Mordenkainen's Tome of Foes, the
website (wyatttrull.com) or his DMs Guild page, or his
monsters of which are sometimes featured in this guide.
Twitter (@Wyatt_Trull).
XGE refers to Xanathar's Guide to Everything, the spells
and magic items of which are sometimes featured in this
ART CREDITS guide's chapters.
All hail our glorious artist:
Cover: Ekaterinya Vladinakova APPENDICES
The Companion is devoted to maximizing your playtime
and minimizing interruptions at your table.
LEGAL STUFF Appendix A provides the descriptions and locations of
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
magic items found throughout the chapter.
Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all Appendix B provides the statistics of all monsters
other Wizards of the Coast product names, and their respective logos featured throughout the chapter.
are trademarks of Wizards of the Coast in the USA and other Appendix C provides details for spells, traps, diseases,
countries. All characters and their distinctive likenesses are property and other effects that might be featured in the chapter. A
of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or
qualifying effect is underlined in this supplement.
unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the
Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-
0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
CHAPTER 5: OVERVIEW
RUNNING CHAPTER 5 QUICK NOTES
The final act of Rime of the Frostmaiden opens with this • The adventurers can reach the Island of Solstice by ship,
chapter. Once it is begun, the adventurers must continue griffons, or the awakened sperm whale Angajuk.
on towards the Caves of Hunger and the city of Ythryn. • Vellynne Harpell wishes to accompany the adventurers
Be prepared to play RoFM to its end. and is the driving character of this chapter.
Points of Interest. Before starting this chapter, you may • Auril may be present on the island; it is suggested that
be interested in running the points of interest below; they she instead be absent so the party can't battle her.
have a direct or indirect tie to the final three chapters: • To secure passage to Ythryn, one must use The Codicil
• Lost Spire of Netheril – If the simulacrum therein has of White to split the Reghed Glacier. To recover this
been made into a real person, he competes with Avarice magic tome, one must brave Auril's four tests (see G15).
and Vellynne in Chapter 7. Additionally, the spire was • During these tests, the adventurers are teleported across
once part of Ythryn. Icewind Dale to embark on tests that can last hours or
• Revel's End/Behind Bars quest hints about the presence even days.
of the Arcane Brotherhood. • Icewind Dale is freed from the Everlasting Rime if Auril
• The Black Cabin foreshadows the mythallar's power in or her roc are slain. To do so is a Herculean task.
Chapter 7. Vellynne Harpell confirms that the mythallar
can change the weather. THE EVERLASTING RIME
• The Reghed Tribe Camp gives the adventurers a chance The Companion recommends this simple change to better
to meet some of the tribes that they will be interacting demonstrate the need to end the Everlasting Rime:
with in the Frostmaiden's tests. In the aftermath of the chardalyn dragon's devasting
• Skytower Shelter and Wyrmdoom Crag – The clan of attack, the adventurers may be preoccupied with helping
the former can provide griffons for the flight to Auril's Ten-Towners rebuild their homes and society. Despite
island. Vellynne Harpell's insistence, the adventurers, and Ten-
Advancement. The adventurers should be 7th-level Towns itself, has far more pressing concerns than ending
when they start this chapter; at this level, however, they the Everlasting Rime. The people have been dealing with
are ill-matched for Auril—as they should be. By the the Everlasting Rime for two years, so why should the
chapter's end, they should be 8th-level. party venture into The Sea of Moving Ice now?
Timeline. The adventurers need some downtime after Vellynne's hopes are vindicated by an onerous omen
the dragon's attack to either help rebuild Ten-Towns or that shocks Icewind Dale to its core. A tenday after the
abandon the Far North altogether. However, perpetual dragon's attack, Auril is not seen riding across the night
blizzards choke the passes leading out of the dale, so the sky to cast the Everlasting Rime—and yet the sun still
only way to escape to the south is by boarding a ship that does not rise the next day. The aurora shines, but the deity
leaves Revel's End. was never seen…
The Companion suggests at least one tenday between The surviving Ten-Towners initially suspect that they
Chapters 4 and 5. All the while, Vellynne Harpell hounds were simply too frazzled or busy with rebuilding their
the adventurers, pushing them to accompany her to the homes to have noticed her. The next night Auril still goes
Island of Solstice, Auril's island. unseen, but the Everlasting Rime's grip does not loosen
on the land. Hundreds stay up the next night, taking shifts
CHAPTER THEMES to spot the goddess, and when they do, it confirms their
This chapter is rooted in dread and isolation. The former greatest fears: the Frostmaiden is gaining in power and
is instilled in the adventurers as they venture deeper into only needs to cast her spell once every three days. The
Auril's lair, always wondering if or when she will return. implication is clear: if she is allowed to go unchallenged,
The other is demonstrated by the many shipwrecks along there may come a day when she doesn't need to cast her
the island and the inability for their mode of transportation spell at all—the Everlasting Rime will permanently grip
to remain behind for them. Even Angajuk, the awakened Icewind Dale.
sperm whale, will just circle the island, hoping for their This is the very same argument Vellynne makes to the
safe return—and anything could happen in the meantime. adventurers, if they don't come to the conclusion them-
You can cement these themes through foreshadowing. selves. Should they accept her proposition, she wastes no
Place a d10 in front of you and periodically reduce it by time mounting an expedition to Auril's island.
1. When it reaches 1, Auril returns. For more details, see
the Ominous Die sidebar on the following page.

1
OMINOUS DIE Auril's return is heralded by the thunderous beating of
You can warn your players of Auril's return and suffocate her roc's wings against the air. If the adventurers use
them with dread by putting a d10 in front of your DM Screen Angajuk to the Island of Solstice, they see the shadow of
or somewhere they can view it. Throughout the session, Auril's roc flash across the surface. Angajuk has been
periodically reduce the die by 1; when it reaches 1, Auril has savaged by the roc before and cringes at its very shadow.
returned to the island. The following events are worthy of She dives deeper into the sea, desperate to avoid its talons.
ticking the die down: After Auril has dismounted, the roc decides to go whale
• Exploring a shipwreck or reaching Area I3, I4, or I6 hunting. As Angajuk surfaces miles away, the roc attacks.
• Entering Grimskalle The behemoth flees if reduced to half its hit points.
• Exploring G8, G9, and G12-G14.
• Completing one of the Frostmaiden's tests (see G15) ROLEPLAYING THE FROSTMAIDEN
• Taking a rest on the island It is important to remember that the Frostmaiden is not the
adventurer's villain—she is a force of nature. She is cold
ENDING THE RIME (AND THE CAMPAIGN)
and distant; she doesn't play an active role in the campaign
Chapter 5 offers a soft end to the campaign. If the party
and shouldn't be bent to. She is as cruel and uncaring as a
slays Auril's roc, she cannot weave the Everlasting Rime
blizzard that sweeps across the dale. However, those who
across the sky and the eternal winter then ends (this fact
dare visit her lair will face her wrath.
can be gleaned with a simple Intelligence (Investigation)
Voicing the Goddess. Auril speaks all languages and
check). If you have no desire to continue the campaign
has telepathy to a range of 1,000 feet. Rather than using
and your party is hellbent on freeing Icewind Dale, you
telepathy or a mortal language, whatever the Frostmaiden
can use this chapter as that opportunity. Nothing says that
says is heard in a present individual's native language. Her
the adventurers have to leave Auril's island alive—if they
words, like her, are divine.
want to die in the cause of their fellow man, so be it.
Auril is fond of terse, cryptic and harsh sentences. She
Auril won't be stopped simply by the death of her roc,
makes no grand speeches, only simple denunciations such
but she will be set back long enough for Icewind Dale to
as "This realm is mine," or "You have met your doom."
heal. By when she has found a new mount to ride into the
Remember that, for a goddess, less is more.
night sky, Ten-Towns may have been rebuilt or help from
Behavior. As described in Rime of the Frostmaiden, the
abroad may have been secured.
deity tolerates no uninvited visitors to her demesne—but
she only kills one adventurer, so that the others can either
THE FROSTMAIDEN perish to the harsh elements outside Grimskalle or spread
Chapter 5 offers the chance for the adventurers to come word that she is not to be trafficked with.
face-to-face with the Frostmaiden herself. However, the Statistics. Auril's statistics are described in Appendix B.
Companion holds that she serves better as a source of She is considered a monstrosity in her first form and an
tension and suspense. Like in all horror stories, it is better elemental in her second and third. Her Lair Actions and
to see but not hear the monster. Auril should be absent Regional Effects can only be used while she is present on
when the adventurers infiltrate her lair, which forces them the island. Therefore, the adventurers can still tackle the
to wonder, "What if the Frostmaiden returns? cold as they would normally.
Likewise, the Companion advocates against battling the
Frostmaiden now in Chapter 5. If you wish to feature her
here personally, consider having her stalk the adventurers
slowly. As she walks towards them, the very air becomes
frigid and needled with floating icicles. Any person that
falls prey to her clutches is eviscerated—warning others
that they are not welcome here.
AURIL'S RETURN
For a more satisfying story, the Companion advocates
having Auril return only when the adventurers are leaving
the island. Unless she knows they stole The Codicil of
White, she doesn't attack them, so long as they leave—as
the embodiment of winter, she is cold and indifferent to
the affairs of men. They catch a glimpse of her, and she
gazes deeply into them. Finding them unworthy of her
attention, she continues on her way.

2
PARTY ALLIES IN CHAPTER 5 FORSAKEN ALLY: AVARICE
The system introduced in Chapter 2 is still at play in this Avarice tolerates no competition and offers no leniency
chapter, although it's not unlikely that the party's ally died in her judgment. If the adventurers cozy up to Vellynne,
or went missing in the chardalyn dragon's attack. The Avarice disavows them. Her string of sending spells come
adventurers, can, however, find new allies if they so wish. to a halt and any attempts to contact the tiefling fail. From
One is already presented in the form of Vellynne Harpell. this point on, Avarice is hostile to the adventurers—and
in her mind, she has only herself to blame. Never should
NEW ALLY: VELLYNNE HARPELL she have trusted them or made herself vulnerable to their
influence. Any progress Avarice made towards becoming
Chapter 5 catapults Vellynne Harpell into the forefront
a better person is erased.
of the campaign, making her an excellent party ally.
This will not be the last the adventurers see of Avarice;
With her heart full of neutrality, Vellynne is capable of
at your discretion, she sends her two gargoyles to steal
great good and great evil, so long as it suits her purpose.
The Codicil of White from the adventurers. For details, see
As a contrast to her Arcane Brotherhood colleagues, she
Chapter 6 of the Companion.
is true to her word. She has the wisdom and confidence
The Expedition. Although Avarice is aware of The
that is gleaned only from life experience—unlike Avarice,
Codicil of White, she believes venturing into Auril's lair is
Dzaan, and Nass Lantomir. This confidence, however, is
tantamount to suicide. With Vellynne Harpell petitioning
undone by the undeniable fact that only her family's ties
the adventurers to come with her to the island, Avarice is
won her membership in the Arcane Brotherhood. The
content to remain behind. For once, she is forthright about
otherwise calm and collected mage flies into a rage when-
her intentions and bids the adventurers goodbye as they
ever this is brought up.
surely go to their untimely doom. Curiosity, however,
As a necromancer, Vellynne's mantra is "waste naught,
gets the better of Avarice, and she soon inquires about
want naught." Although she is forthright and amenable,
their progress through sending spells. It is clear, however,
she is guilty of the great sin of necromancy. Most folk of
that her concern is for The Codicil and not the party.
Icewind Dale would rather see her dead, including Hlin
Trollbane and Trovus, who may already be accompanying
the party. HLIN TROLLBANE
Vellynne remains with the party until the campaign's As described in Chapter 4, Hlin Trollbane had a 25%
end or until they no longer tolerate her presence or wish chance of surviving the chardalyn dragon's attack. When
to search for Ythryn. Her years on this earth have taught she learned of the impending doom, she either rallied the
her that some friendships aren't worth sacrificing your town's militia or led its people out into the frozen wastes.
dreams for; if the adventurers turn on her, she wastes no If Hlin is alive and well in this chapter, she might join
time adding their corpses to her menagerie. Otherwise, the adventurers' expedition to the Island of Solstice. Her
she splits with them amicably. decision is influenced by the state of Ten-Towns:
Goals. Desperate to prove herself beyond her surname, • If Ten-Towns was utterly destroyed, Hlin sees no point
Vellynne has but one goal here in Icewind Dale: to find in ending the Everlasting Rime; there are too few people
and plunder the Lost City of Ythryn. Her colleagues in the left in Icewind Dale to suffer under it. She proposes
Arcane Brotherhood have underestimated and belittled leading the survivors south, despite the blizzards that
her. To beat them to the very same prize is now at the crux perpetually choke the mountain passes leading back to
of her ego. Being neutral at heart, Vellynne is willing to the Sword Coast.
commit a few sins to achieve her goal. • If Ten-Towns was crippled, but shows hope of surviving
Resources. Vellynne wields great and terrible magic— this ordeal, Hlin believes her efforts are better spent
magic that can animate corpses unburdened by the cold. trying to rebuild society—specifically homes and other
With servants both living and dead, she can navigate the vital infrastructure that was leveled in the attack. A
frigid wastes with ease. She has three dogsleds, with six successful DC 16 Charisma (Persuasion) check can
hounds apiece (these hounds have the statistics of wolves convince her that her talents are better spent abroad. On
or dire wolves if you used the revision offered in Chapter a failure, she refuses to change her mind and remains in
3 of the Companion). Ten-Towns.
Related Quests. Vellynne is directly related to Chapters • If Ten-Towns emerged from the conflict bruised and
5-7. If the adventurers aren't ready to visit Auril's abode, relatively unscathed, Hlin volunteers to accompany the
she suggests the party look for the Lost Spire of Netheril adventurers to the Island of Solstice; there are better
(if they haven't found it already). She hopes there may be hands than hers that can rebuild what was destroyed in
secrets therein worth plundering. the dragon's attack.

3
The Expedition. Hlin relates her experience tracking • "Chaos has consumed us. There will be malefactors who
Sephek Kaltro to the expedition, which can hint at the recognize the opportunity this chaos affords them to
signs to look out for, should Auril return: move up in the world. Nay, I think your services are
• "Whenever Kaltro made a kill, folks always said that the better used here to… weed out these malefactors."
night had seemed colder than the one before. Surely, the • "Go then! I hope you drown in that sunless sea!"
Frostmaiden's minions can be sensed by the cold."
• (The following can only be said if Kaltro revealed that SPEAKER TROVUS
he drowned while swimming in the Sea of Moving Ice)
Trovus's actions in this chapter are determined by whether
"If you fall into the sea, end your life before the water
Caer-Konig was destroyed by the chardalyn dragon. If the
does. Do it for the good of us all. We can't afford to
town is but a ruin and its people are dead or gone, Trovus
suffer another Sephek Kaltro."
resigns his post and commits himself to ending the Ever-
• "I hear the Akannathi goliaths ride griffons; perhaps they
lasting Rime with the adventurers. If Caer-Konig or its
would lend you some birds for the trip?"
people survived, Trovus must remain in Ten-Towns to
STATISTICS help guide their future.
Hlin Trollbane is a NG shield dwarf veteran with the Character Development. Guilt consumes Trovus—a
following changes to her statistics: guilt he will never vanquish. In this chapter, he may give
• In addition to Common, she speaks Dwarvish (which up drinking or fatally fall prey to that demon. His choice
will come in handy if the adventurers don't). can be determined by the adventurers; if they forsake him,
• She has darkvision out to a range of 60 feet. he resorts to the bottle. If they embrace him, he hurls it
• She has resistance to poison damage and advantage on away. If the adventurers don't interact with him after the
saving throws against poison. dragon's attack, he quits drinking on his own accord. This
• She wields a greataxe and handaxe, the latter of which opportunity should be determined by your players; let
has the Thrown property (20/60 ft.). These weapons do them roleplay it out. (However, alcoholism is a sensitive
not change her damage output. subject; many a family has been destroyed by this disease,
so determine if your players have an adverse history with
SPEAKER NAERTH MAXILDANARR alcoholism before roleplaying this all out.)
The Expedition. Here's what Trovus has to say about
If Targos was destroyed by the chardalyn dragon, so too the expedition, even if he doesn't accompany the party:
was Maxildanarr's powerbase. With the town went his • "If there is even a shadow of a chance to liberate this
office, wealth, and loyal militia. His network of spies has land from the Frostmaiden's grasp, we must take it!"
been reduced to a graveyard, with only a handful of agents • "I have seen far too many friends off to a cold, miserable
left alive across Ten-Towns. The spymaster is penniless death since this ugly affair began. The Frostmaiden's
and powerless. He no longer has the resources to equip tyranny over this land must end."
the adventurers in whatever they need, nor does he care to • "The Sea of Moving Ice has been the doom of countless
try—all his plans and ambitions have been shortened to ships. You will require an expert captain to navigate the
surviving the next month. ice floes; surely, there will be a ship at Revel's End.
If Targos emerged from the assault bruised but alive, Here, although my office is now defunct, allow me to
Maxildanarr is instead more concerned with expanding write you a letter. My seal will win you an audience
his influence. In the chaos, monsters and malefactors are with the warden, or, at the very least, entrance to the
sure to creep into Ten-Towns; he would rather the party docks, where you can negotiate with visiting captains."
stay to solidify his power and curb resistance to his rule.
Proving to be a petulant benefactor, Maxildanarr doesn't STATISTICS
furnish the adventurers with any equipment, should they Trovus is a NG veteran with the following changes to his
decide to go ahead with their "doomed, little expedition." statistics:
Here's what he has to say about their expedition: • He has resistance to cold damage.
• "I can't in good conscience take vital resources away • He has the following action option:
from hungry and homeless Ten-Towners just for your Draconic Breath (1/Day). Trovus unleashes a blast of
little quest." frigid air. Each creature in a 15-foot-cone must succeed
• "Ten-Towns needs heroes now more than ever. Pity that on a DC 14 Constitution saving throw or take 7 (2d6)
you don't seem willing to live up to that title." cold damage. On a success, a creature takes half as
• "The Sea of Moving Ice is a graveyard. If you wish to much damage.
play with corpses, stay here and comb through the
wreckage instead."

4
At Higher Levels. If Trovus accompanies the party on
their adventures, he too grows in power once they reach THE SEA OF MOVING ICE
7th level or higher. He assumes the statistics of a half-red This section spans the journey from Ten-Towns and up
dragon veteran with the following changes: until the adventurers reach the Island of Solstice.
• His Fire Breath imposes a Constitution saving throw
instead of a Dexterity saving throw, and it deals cold ACROSS THE FRIGID WASTES
damage instead of fire damage. As usual, the adventurers must face wilderness encounters
• He has resistance to cold damage, not fire damage. as they grapple with Icewind Dale's unforgiving tundra.
As Chapter 5 already features yetis and an ice troll, you
YSELM should avoid the encounters of the same name, unless you
If, for some reason, Yselm has not yet betrayed the party, want to use these as opportunities to arm the adventurers
as she is destined to in the Yselm's Way quest at Jarlmoot, with the knowledge on how to best these creatures.
the frost druid takes this opportunity to kill them in the Predetermined Encounter. The Companion suggests
lair of her beloved deity. While the adventurers explore that you run one of the encounters below. Roll as you
the Island of Solstice, she rallies her fellow frost druids would normally to determine if the encounter occurs
from abroad. When the frost druids descend upon the during a blizzard.
party in Area G20, it is Yselm who leads them. • Battlehammer Dwarves – The dwarves were spared
Although Yselm knows there is no better place to kill from the chardalyn dragon's attacks and are on their way
the adventurers, she is hesitant to visit her deity's domain. to help rebuild Ten-Towns.
Failure abroad is much easier to accept and forgive; Auril • Chwinga – Given the trials the adventurers have ahead
is a cruel goddess and is certain to punish Yselm in ways of them, now is the most opportune time to grant them
that make a bloody death seem pleasant. By venturing to a chwinga charm.
the island, she supplicates herself before its cold mistress. • Frost Druid and Friends – At the end of this chapter, if
The Expedition. Whether Yselm accompanies the party the adventurers fail the Tests of the Frostmaiden, some
to the island is determined by whether if she has revealed frost druids come to conveniently open the way for
her druidic powers. If she has not, she only offers to help them. It seems less contrived if the party meets these
them reach the Sea of Moving Ice ("you're on your own, same druids earlier, who tail them back to Auril's abode.
after that. I've no business being at sea," she tells them). LIVING BLIZZARD
If she has revealed her magic, perhaps if she assisted in
If you've grown bored with the wilderness encounters
defeating the chardalyn dragon, she has little excuse not
provided in Rime of the Frostmaiden, or wish to try a new
to go, in which case she remains behind at the dock (Area
challenge, consider the Living Blizzard encounter from
I1 on the island).
Daerdan's Tall Tales: 101 Arctic Encounters. It has been
Here's what Yselm has to say about the expedition; as a
adapted for Rime of the Frostmaiden. This encounter
hierophant of Auril, she dares not say a bad word about
demonstrates Auril's growing power over Icewind Dale.
her cruel deity:
The Encounter. The skies are clear and free of snow-
• "You would dare set out in search of a moving island?"
fall. With absolute certainty, the adventurers can rest easy
(Through this, Yselm accidentally betrays the fact that
knowing that there will be no inclement weather tonight.
she knows of Auril's island; she quickly adds that she
Even a druidcraft spell will confirm this. However, harsh
has only heard of this in myth.)
winds are soon on the rise. In the twilight, an animated
• "Only a fool delivers herself to the belly of the beast."
blizzard—a living spell wrought by the Frostmaiden's
• "The Frostmaiden will tolerate no outsiders."
growing power—falls upon the adventurers.
• "The Sea of Moving Ice is too treacherous for the most
The spells appear as floating, Medium-sized black
skilled sailors. How will you triumph where so many
icicles, consisting of a living ice storm and 1d4+2 living
others have failed?"
ice knives (see App B. for their statistics). The spells are
as cruel as their creator but share none of her indifference
to mortals. When the living ice storm is joined by two
living ice knives, the area is consumed by a blizzard out
to a range of 300 feet. A detect magic spell reveals that
the blizzard is magical and radiates transmutation magic.
The spells are content to bedevil travelers, staying just
far enough away to expose them to the bitter cold. The
spells only directly attack creatures that fail to turn back
or have the audacity to directly brave the blizzard.

5
GETTING TO THE ISLAND Roc! If Auril's roc has been left by its lonesome, it goes
whale hunting. It has attacked Angajuk many times before
The journey to the Island of Solstice is one that shouldn't
and is keen enough to remember the whale by sight. It
be handwaved or passed over. Consider these additional
pursues her over all other prey. As Angajuk begins to
details added by the Companion.
surface, the behemoth dives into the water. As a last-ditch
Given that the Test of Isolation (see Area G18) spans
effort to protect the innocents upon her back, she rolls to
six days and six nights, there is almost no chance that the
her side. The roc's vicious talons tear into her side, spilling
adventurers' ferry (be it Angajuk, the Ravenous, or the
her intestines out.
griffons) will still be waiting for their return. Therefore,
This attack counts as a critical hit; Angajuk's hit points
new means of returning to the mainland must be devised.
are reduced by 47. Until her hit points are completely
See Leaving the Island below.
restored by magical healing, her hit point maximum is
VIA ANGAJUK THE SPERM WHALE reduced by 3d12 every hour, until at last she dies. With
The awakened sperm whale is described in Angajuk's the roc prowling the surface, Angajuk must remained
Bell. If the party never visited that locale, run it as you submerged for at least 1d4+2 hours until she finds a shore
would normally by including the whale hunters. far enough away from the roc's hunting grounds.
Resting. The journey to Auril's abode takes three days;
VIA SHIP FROM REVEL'S END
the adventurers can rest on Angajuk's back.
Travelers can visit Revel's End without being accosted too
Watery Foes. The adventurers can experience a truly
much by the guards. If the adventurers have already been
unique battle if Angajuk comes under attack while under-
to the prison, the guards will recognize them. Securing
water. By default, nothing can enter the magical bubble
permission to descend to the pier and speak with a captain
on her back from the outside; however, if you waive this
is a simple task, but no ship is moored, the adventurers
stipulation, a giant shark's vicious maw bursts into the
must either camp outside or gain the permission of the
bubble on the first day of the journey, eager to snap at the
warden to stay indoors. A letter signed and sealed by a
adventurers. After the shark takes 25 points of damage, a
Ten-Towns speaker is enough to get them an audience
character can make a DC 14 Wisdom (Animal Handling)
with the warden or placate the guards.
check to scare off the beast.
Recap. As this point of interest was detailed earlier in
On the second day of the journey, the sea hags that lair
RoFM, review these details:
in one of the shipwrecks on Auril's island pay the party a
• Marta Marthannis, a human mage, serves as the warden.
visit. They aren't looking for conflict, only entertainment.
She is half-possessed by her deceased comrade, the
They offer a potion of water breathing to whoever is
dwarf Vlax, who takes control of her once or twice a
willing to leave the safety of Angajuk's bubble for the
day. Marta is also a Harper agent; if the adventurers tell
frigid water. To do so is tantamount to suicide, but the
her of their quest to end the Everlasting Rime, her heart
hags care not. Additionally, the hags can share some
may grow softer.
information about Auril's abode:
• Revel's End most esteemed prisoner is Vaelish Gant (or
• "The Frostmaiden's faithful oft visit the island while she
"Prisoner 237"), an ex-Arcane Brotherhood wizard that
is away. Those we have… dined with… speak of many
attempted to overthrow Speaker Duvessa Shane. He has
tests that only the worthy may pass. Tests of cruelty, of
met or heard of each Brotherhood member currently in
endurance, of isolation, and the like." (The hags can't
Icewind Dale, including Vellynne Harpell.
elaborate further; they know nothing else.)
• Visitors bereft of official business with the prison are
• "The last fool that visited the Frostmaiden's island has
turned away, unless they appeal for temporary shelter.
already died," says one hag. "Barely made it off the
coast," adds another. (They refer to Nass Lantomir.) Roleplaying the Staff. Although Revel's End is far from
• If Auril now only needs to cast the Everlasting Rime Ten-Towns, they are nonetheless aware of the chardalyn
once every three days, the hags tell them, "The goddess dragon's assault on Icewind Dale. In fact, when word first
left yesterday and will return on the morrow." arrived, the prison went on lock-down, assuming that the
• "The goddess anchors the island when it suits her; other- construct would also target them. All the staff, from the
wise, it drifts across the sea, as rudderless as a drunk is warden to the lowest guard, are absolutely ravenous for
with dice." details on the dragon and its creators. The guards are sure
to share their food and drink with anyone who regales
The hags belong to one coven, granting them the Shared
them with tales of the fearsome beast.
Spellcasting trait described in the Monster Manual and
Roleplaying Sharlasta. It takes a bit of lunacy to ply the
their statistics in Appendix B.
Sea of Moving Ice, whose chilling touch can kill a man in
minutes—and it is that lunacy that gleams in the eyes of
Captain Sharlasta Stormsword. As a LE captain, she rules
her crew with an iron fist, for anything less than absolute
discipline is sure to doom the ship in these treacherous
waters.
6
When the adventurers proposition Captain Stormsword, VIA GRIFFONS
read the following: The Akannathi Clan can provide griffons to fly the party
"Yer mad," the captain tells you. Your eyes can't but help across the Sea of Moving Ice. Consider these points on
follow the litany of scars trailing across her neck and how to better incorporate them into your campaign:
cheeks—nicks won from a hundred knife fights. • Up to six goliath warriors accompany the adventurers
"Yer mad," she repeats. "Worse, yer mad an' yer dumb. on the journey and handle the griffons while the party
Only a fool combs the Sea of Ice for anythin' but a port. ventures onto the island.
An' ye say you want me to sail on fer a moving island • Auril's roc attacks the griffons as they approach or leave
laired in by the Frostmaiden?" the island, making for an epic aerial battle. Auril does
A wicked grin splits across the captain's face. "A not have to be on the island for this to occur.
thousand gold. A thousand gold, an' I'll do it. I won't settle • The goliaths can provide an item to the adventurers that
for nothin' less." can signal the griffon riders from afar; the item draws
Resting. The journey to Auril's abode takes five days; the attention of the island's many yeti.
the adventurers can rest while aboard the Ravenous. If you utilize these changes, the accompanying goliaths
The White Wyrm. On the third day at sea, the shadow might consist of three newly trained Thuunlakaga riders
of Arveiaturace, the infamous white wyrm, falls across (if the clan feud was ended). This joint venture represents
the Ravenous. This encounter can occur whether or not the clans putting aside their differences for the good of the
the adventurers infiltrated the wyrm's lair (see Chapter 2, realm, making it a satisfying end to the goliath storyline.
Dark Duchess) but it is more impactful if they have— Names. Every goliath has three names: a birth name, a
especially if they stole from her hoard. She might not be nickname earned from some feat, and a clan name. If the
able to recognize them by sight, but she surely can by their goliaths hail from Skytower Shelter, their clan name is
scent. The adventurers have scant moments to disguise Akannathi. If they hail from Wyrmdoom Crag, their clan
their scent before the drake descends. name is Thuunlakalaga. Their other two names are:
Arveiaturace knows an easy source of treasure when • Aukan Horncarver
she hears one. The ancient white dragon lands on an ice- • Gauthak Giantslayer
berg and shouts, "I am the Doom of the Far North! The • Paavu Skycleaver
White Wyrm! The Behemoth in Ice! Surrender your most • Pethani Mammothtamer
worldly goods or be sunk to the frigid depths!" The crew • Thotham Glacierborn
has mere minutes to comply with the dragon's demand. • Vimak Stormshatter
This compromise is to the benefit of both parties: being
blind, Arveiaturace would rather not have to sort through Alternatively, these goliaths might include Chiefs Arn
a ship's wreckage on the sea floor. Being handed a chest Rockfist Akannathi or Ogolai Orcsplitter Thuunlakaga, in
of coinage is far more convenient. Characters can attempt which case their competitiveness is even sharper. If the
to fool Arveiaturace by contesting their Cha. (Deception) warrior Kapanuk was rescued from Xardorok's Fortress,
check against her Wisdom (Insight) check. On a failure, he also insists on accompanying the adventurers. If he
Arveiaturace sees through their ploy and decides to send does, Arn's husband Harad Cloudstrider comes along as
them to the frigid depths. well to round out the number.
If the Ravenous is forced to comply, they fork over a Signal. The griffon riders intend to roost on the icebergs
chest with two-thirds of their treasure (4,000 gp, plus surrounding the Island of Solstice, where the chill doesn't
whatever the adventurers paid them). Whoever presents bite quite as deep. The goliaths provide a flare for the
the chest to Arveiaturace must deceive her (through party to signal when they're ready to be picked up. This
another Cha. (Deception) and Wisdom (Insight) contest), item is a magical gem that, when struck with one's palm,
otherwise she realizes they're holding out on her. emits a sharp sound and gleams brightly. The party might
If Arveiaturace decides to sink the Ravenous, Captain also signal the goliaths through smoke or spells. These
Stormsword's faithful offerings to Umberlee, the cruel sea instruments also draw the attention of the yetis and
deity, are rewarded. As the dragon rends the hull, a wave abominable yeti living on the island, which makes for an
(use the tsunami spell, if need be) consumes Arveiaturace, interesting escape: the heroes battle or flee from yetis as
momentarily dragging her to the bottom of the sea. At the the griffons land from above, ready to be mounted.
same time, a fair wind blows into the sails, spiriting it
across the water. Although Arveiaturace surfaces only a
few minutes later, the ship has mysteriously vanished in a
cloud of divinely wrought mist.
With their treasure given to the wyrm, Sharlasta has no
choice but to hope the adventurers find riches on Auril's
island. This may compel her to wait for the adventurers'
return.

7
Roc! If the Frostmaiden has left her island but left her LEAVING THE ISLAND
roc behind, the behemoth attacks the griffons mid-flight,
How the adventurers get to the island is already covered
resulting in an epic battle. If this battle occurs as the party
by Rime of the Frostmaiden, but what if their means of
is approaching Auril's Island, it underscores how isolated
transport is driven off by evolving circumstances? What
they are. When the roc attacks, read the following:
if they believe the adventurers are dead, when, in fact,
The journey above the Sea of Moving Ice is a miserable
they are completing Auril's lengthy tests? You can use
one, indeed. With every fresh gale, the wind scrapes its
any of the following methods to get the party back to the
frigid blade against your bones. Your face is a mess of
mainland:
frozen snot and tears. Somehow, the goliaths have made
braving the winds into a competition. As the griffons' UMBERLEE'S FAVOR
wings thump against the air, the warriors take turns As described in Rime of the Frostmaiden, it was Umberlee
pulling down their hoods and snow masks to see who who convinced her fellow deities, Talos and Malar, to turn
among them can tolerate the cold the longest. on Auril. The wrathful sea deity still wishes to punish
"Thirty-two seconds!" Gauthak roars, beating his fist Auril and uses the adventurers to do it. Sensing that they
against his chest. "A new record! Wallow, Pethani! are destined to thwart the Frostmaiden, Umberlee rises in
Wallow in the glory of Gauthak Giantslayer—" the form of a ravenous wave that consumes the party.
A shriek thunders from above! Out from the clouds While in this wave, they are kept magically alive until it
soars a titanic bird of prey whose feathers are as white as spits them out on the shore of the mainland. They only
snow! In a flash, its talons—talons large enough to clutch begin to suffer the effects of frigid water after they've
a mammoth—eviscerate Gauthak's griffon, sending the washed ashore; soaked to the bone, they must light a fire
warrior plunging into the frigid depths below! and dry their clothes before succumbing to the cold.
The roc is the opposite of subtle; its shriek pierces the
howling wind and the beat of its wings are like thunder. PATH OF FROST
The behemoth descends upon the griffons and its initial Through this variant, a character that reads aloud from
attacks are focused on the goliath warriors. If the roc falls The Codicil of White can freeze the surface of the raging
below 75 hit points, it flees. sea and walk back to the mainland. This path of frost takes
The 5E rules for mounted combat are notoriously awful. the form of a 10-foot-wide, 30-foot-long, 3-foot-thick
For this battle, simply have the adventurers choose if their rectangle of ice centered on the character reading aloud.
griffon takes the Dodge, Disengage, or Attack action. A As they reader walks forward, the farthest ice behind them
griffon will only approach the roc if its rider succeeds on melts. If ten minutes go by without another verse of the
a DC 13 Wisdom (Animal Handling) check made as an Rime of the Frostmaiden being read, the ice shatters.
action. On a failure, the griffon ignores its rider and In this manner, the adventurers can return to the main-
Dashes or Disengages to safety. On a success, the rider land in 1d4+2 days. They can rest on icebergs and sheets
can take their turns as normal and decide on their griffon's of ice in the meantime, but the journey is harrowing.
choice of action. REGHED ELKS AT SEA
If the goliaths know how desperate it is to reach the As described in Chapter 6, the Elk tribe's shaman, Mjenir,
island and end the Everlasting Rime (or to escape with receives a vision that compels him and his fellow nomads
The Codicil of White), the warriors bravely stay behind to to escort the adventurers to the Reghed Glacier. You can
battle the roc while the adventurers get away. It is up to move this up to the end of this chapter; the tribe has made
you whether any of them survive. or scavenged boats to row out into the Sea of Moving Ice,
If the adventurers plunge into the sea, they might be guided by Mjenir's vision.
rescued by Angajuk or a passing ship (like the Ravenous Four rowboats emerge from the mist, each containing
as it's leaving or heading towards Revel's End). They must three human tribal warriors. One boat also contains the
grapple with the effects of frigid water and extreme cold. shaman Mjenir (a druid). Mjenir is a gray, wizened man
Treat this fall as you would a shipwreck in a seafaring whose face is etched with worry lines. When he sees the
campaign—an opportunity to further the story, not end it. adventurers, he shouts, "Hail! I am the shaman Mjenir of
the Elk Tribe. The spirits have guided us here—for in your
hands, we know, you possess the means of saving this
land. Quickly—enemies abound, and the day has already
grown long. I fear we are not the only ones looking for
you."
The journey back to the mainland takes six days. The
nomads fish while they row, drawing bass from the sea.
Mjenir, for his part, speaks little on the journey, fearing
that his every whisper will alert the Frostmaiden.

8
ISLAND OF SOLSTICE AREAS OF NOTE
The following areas of the Island of Solstice are of note.
When running the Island of Solstice, consider it all one
An area that does not appear in this section warrants no
journey—the adventurers encounter all of its locales
changes or won't benefit from further details.
while here. However, split the journey into two parts,
which are described below:
I1. RUINED DOCK
BEFORE THE FORAY When the adventurers encounter the ice mephit, read:
Before entering Grimskalle, Vellynne Harpell insists that What has the world come to when an icicle can talk? By
the adventurers find Nass Lantomir, so that her professor your lonesome one minute, and the next, some shard of
orb can be recovered. This journey takes them from Area ice has cracked open its mouth to loose a string of foreign
I1 through Areas I4 and I6, until they arrive at I3. From words at you.
I3, the adventurers can be expected to backtrack to the As you gawk at the talking icicle, it seems to unfold and
trail linking I1 with the frost giant fortress. take flight, as if it were a butterfly. Kept aloft on wings of
Provided the adventurers are wearing snowshoes, they ice, the creature points deeper into the island and shrugs
can travel at a pace of 1/2 mph, meaning they can cross at you, as if it couldn't be bothered to care.
thirteen squares on the map per hour. However, this The ice mephit speaks only Auran and Aquan, although a
journey isn't meant to be measured in time or distance; it creature fluent in Primordial can use this parent-language
is as much a story as any other. to communicate with the elemental. It is, however, far
As the adventurers explore the island, they see Auril's better if no one in the party can understand the mephit; an
abode looming over the horizon. Read the following: unintelligible and alien guide embodies the isolation and
Through the swirling snow, you catch glimpses of some dread that this chapter is built upon.
icy fortress towering above the island. Clasping a hand to Roleplaying the Mephit. Like the Frostmaiden, the ice
your brow to shield your gaze, you finally see it: a fortress mephit embodies winter's cruel and distant nature. It is
carved in the grim visage of a crowned skull. A winding sadistic but makes no effort to imperil others than leading
road leads up to the skull's neck. travelers to their doom. Should they fall prey to the many
What other abode could be more fitting for a cold and perils haunting this island, it remains behind to watch.
cruel goddess of winter? If the adventurers can communicate with Söpo, the ice
AFTER THE FORAY mephit relays the following information. The bullet points
After the adventurers depart Grimskalle, returning to the align with those in Rime of the Frostmaiden. The mephit
docks is a challenge all its own. With The Codicil of White refers to itself as "this one."
stolen, the island is consumed in a sudden and magical • "There is treasure to be found for those willing to brave
storm that awakens the abominable yeti. the cold… Look to the sea for your bounty."
The Storm. A blizzard chokes the island, which reduces • "The sea is full and satisfied; others came—and recently.
visibility to 30 feet. To navigate the blizzard, the party's They too met their end at the shore, but one soul… She
navigator must succeed on a DC 15 Wisdom (Survival) would not yield. She would not let the cold water take
check to stay on course. With every square on the island's her… But one cannot deny winter. Her death was slow
map being 200-feet, the danger of getting lost for long and peaceful. This one hopes its presence provided her
isn't too dangerous. some comfort in the end."
The Yeti. If it wasn't already slain, Korgrah stalks the • "There is beauty here. Beauty so unimaginable that one
adventurers as they roam about. Whenever the party would risk their eyes to frozen tears if they were to gaze
enters a new square on the map, roll a d20. On a roll of for too long upon them."
18-20, the abominable yeti lumbers out of the swirling • "The yetis lie within their caves, waiting for the day that
snow and attacks the party. If Korgrah is reduced to 50 hit Great Korgrah awakens."
points, it retreats to attack again later. It stages one last Vellynne. If present, the wizard remarks, "Forget this
ambush at the Ruined Docks (Area I1), knowing that this creature. We must find Nass Lantomir, and with her, my
is where intruders often depart the island from. If the professor orb… before the cold takes us."
adventurers came by ship, and it is still anchored at the Vellynne knows a mephit when she sees one and knows
dock, the yeti clambers aboard to slaughter the crew. The they're capricious elementals that mortals are better off
adventurers arrive during the battle. avoiding; she mentions that as well.

9
I3. NASS LANTOMIR'S GHOST Adapt the following exchanges into your campaign; do
not read aloud the following text:
If the ice mephit leads the adventurers here, it remarks,
Nass: "Granny Harpell! What a surprise! Did you buy
"Here she is. It was a slow and memorable death."
your way here too? Or has your father learned to stop
PROFESSOR ORB hurling good coin after bad?"
Professor Skant is an excellent addition to the campaign; Vellynne: "Nass… It figures you're still around. You're
however, its tone and dialogue in this area undermines as unwanted by the gods as you were at Hosttower. I
this chapter's grave nature. Instead of "Ye gods, I was suppose this is just yet another future you failed to
afraid…" replace the dialogue with, "At last, I was afraid divine."
I would languish here forever…" Nass (if Vellynne's undead kobolds are present): "I see
The orb is better roleplayed with a morose and morbid you've graduated beyond cats and hares. Wonderful
tone; it dryly remarks on the futility of life and offers grim work. Perhaps you can raise yourself a husband next."
facts about monsters and even grimmer predictions about Nass (if Vellynne's undead aren't present): "Try as you
the adventurers' chances of survival. might, you dried up bag, you'll never attain a sliver of
You can use the professor orb as a lore mouthpiece. In the success I have."
this manner, it takes on the role of every scholar in every Vellynne, smiling: "I would offer to end your suffering,
adventure story who oh-so-conveniently drops exposition Nass."
and lore upon the other characters so that they may make If Nass has the opportunity to speak to the adventurers,
informed decisions. By including frost giants in its areas she tells them the following about Vellynne:
of expertise, you can add dialogue and details to otherwise • "Watch out for this one. She'll use you even long after
empty areas of Grimskalle. In true academic fashion, death. No corpse is too sacred for her magic."
Professor Skant refuses to refer to frost giants as anything • "She is just as cruel and cold as the goddess that reigns
but isejotun. over this doomed land."
• "This crone would still be animating cats in Longsaddle
ATTEMPTED POSSESSION if her family hadn't bought her membership into the
When a character tries to pry the professor orb from her Arcane Brotherhood."
cold, dead fingers, Nass Lantomir's ghost attempts to
possess them. Read the following:
The corpse has frozen over, her fingers rigid and lifeless.
I4. ICE STATUES
As you pry the orb from her grasp, you feel those same At your discretion, a water elemental myrmidon lurks
fingers tighten! A translucent fist emerges from the cold here among the statues. While motionless, the elemental
flesh to grip your hand! You see it now—a ghostly face is indistinguishable from an ordinary statue, although it is
layered atop the corpse's! quite clearly a semi-humanoid figure, whereas the other
With a grim smile, the spirit lurches towards your body! statues are all of beasts, monsters, or dragons. To describe
Roll initiative, with the ghost attempting to possess the the myrmidon, read the following:
adventurer on her first turn in combat. Amongst the owls and elk, the bears and the drakes, is a
sculpture best described as a warden—an armored figure
BITTER RIVALS: VELLYNNE AND NASS wielding a trident.
If Vellynne Harpell is present, now is the time to shed When an adventurer lingers around the myrmidon for ten
biased light on her history here in Icewind Dale and in the seconds or more, it attacks. Killing the statue does not
Arcane Brotherhood itself. She and Nass detested each provoke Auril's wrath, but paranoid characters may resort
other in life and now, in death, the ghost has the to preemptively destroying them all.
opportunity to disparage her one last time. Nass reveals Should the adventurers also incur the Frostmaiden's
several secrets or shames that Vellynne may have kept wrath by breaking any of her statues, read the following:
from the party. Two of these secrets are that she was a The winds slowly cease their incessant howling. Your
"late-bloomer" that only began wizardry in her late forties hackles raise and a bitter chill cuts into your very bones.
and that she was only admitted into the Brotherhood Something is wrong. Something is very wrong. You look
because of her family's influence. for foes that can't be found; you search for any signs of
Normally, you shouldn't have two NPCs speak to each- doom, but they are all invisible.
other for long, as it becomes a one-sided conversation that In the utter silence, you can feel the ice and snow amass
the players must sit through. This exchange, however, is into a seven-foot-tall maiden. Her featureless face is alight
a worthy exception. The two wizards spit venom at each with fury—you can sense her fury with a glance.
other; Nass labels Vellynne a hedge wizard and Vellynne "Defilers!" she croaks, but the cry does not echo out
mocks Nass's poor divination skills. Any maturity that from her lips. Instead it ripples throughout the shallow
Vellynne has displayed thus far melts as she goes into a pool that is your mortal mind. You feel your flesh begin
fit of rage. to sag and your bones begin to ache with bitter cold.

10
If you want your adventurers to know of Korgrah, you can
also add the following text: GRIMSKALLE
The maiden is gone as suddenly as she appears—but when This section spans the fortress of Grimskalle and the Tests
the last of the ice clatters to the ground, a deep and of the Frostmaiden, which must be passed to gain access
ravenous roar thunders out across the island. to The Codicil of White. See G15 for details on the tests.
If the ice mephit is present, it simply says, "Korgrah." As described in After the Foray in Island of Solstice
above, a magical storm consumes the island when The
VELLYNNE Codicil of White is taken; within this blizzard lurks the
While exploring this area, Vellynne remarks, "My gods… abominable yeti Korgrah, who begins to hunt the
the craftsmanship, the beauty of it. It must be the work of adventurers as they make their way back to Area I1 or
the Frostmaiden." wherever they intend to disembark from.
If you include the water elemental myrmidon (see
above), Vellynne spots it just as it attacks the adventurers. AREAS IN SUMMARY
She shouts, "Hey!" but it is too late. The fortress's various areas have been summarized below:
G1. Entrance – Dwarvish script reading "Grimskalle"
I5. YETI CAVES G2. Guard Room – Empty
G3. Warden – Ertgard, ancient frost giant guard
The seven yeti lurking here shouldn't be sedentary; they G4. Kitchen – Empty
begin to hunt the adventurers once they sense that fresh G5. Feast Hall – Staircase to the Palace Level (G7)
meat has come to the island. 1d4 yeti have left this area to G6. Mephits – 6 silent ice mephits and the staircase to the
hunt. Whenever the adventurers are transitioning from Dungeon Level (G10)
one area on the map to another, roll a d20. On a roll of 18- G7. Throne Room – 7 piercers
20, a yeti attacks. G8. Queen's Bedchambers – Auril (if present), and the
staircase to the roof (G9)
I6. GARDEN OF DEATH G9. Rooftop – Roc (if present), Treasure (total: 2070 gp)
This locale is an instrument of horror that warns the G10. Dungeon Level – Ukuma, awakened walrus
adventurers of what they can expect should they perish G11. Tomb Entrance – Inscription detailing frost giants
here on the island. Every humanoid's face is frozen in utter but written in Dwarvish script: "In ice and blood, our
horror—and their eyes magically retain reflections of the folk are born. To our great queen, we raise our horn.
last thing they saw. Should someone approach a corpse We'll fight and plunder in the morn. To Vassavicken,
and look into its eyes, they see reflections of Auril in her we are sworn."
owlbear form, of a cracked ship filling up with cold water, G12. Guards – 2 frost giant skeletons wielding anchors
or of a fearsome bird descending from the sky. G13. Tomb – Vassavicken's entombed corpse
When the adventurers approach a frozen statue, read: G14. Tomb – Contains Vassavicken's berserker axe
As you near the sculptures and wipe away the rime, you G15. Test Antechambers
realize that they are not sculptures at all but the frozen G16. Test of Cruelty – Teleports participants to the Bear
remains of victims long dead—pirates, priests, and even Tribe, who are about to resort to cannibalism
adventurers, all identifiable by their garb or gear or G17. Test of Endurance – Teleports participants to the
wounds. Some are unscathed, suggesting they went migrating Elk tribe
peacefully to the cold. G18. Test of Isolation – Teleports participants to the Tiger
Vellynne. If present, Vellynne sees these reflections if Tribe, who are about to ambush an Elk tribe chapter
the adventurers don't. She remarks, "Stars—get a look at G19. Test of Preservation – Teleports participants to a
this! You… you can see their last sight!" slaughtered Wolf tribe chapter's camp
The Troll. The ice troll should remain hidden from the G20. Vault Entrance – 3 frost druids arrive as a deus ex
adventurers, skulking among the frozen cadavers until it machina if the adventurers don't pass the tests
at last charges them down, all subtlety discarded. Once it G21. Hall of Four Winds – Tablets that spell out the four
begins its rampage, read the following: tenets of Auril's faith
The unsettling silence is shattered by a fearsome roar! Out G22. Chamber of the Codicil – Contains The Codicil of
from the falling snow charges a troll, its tusks stained with White
crimson slush! G23. Auril's Blessing – Auril is alerted when a character
This ice troll can be the same one the adventurers met at enters this room. If they succeeded on all her tests, she
Dark Duchess (see Chapter 2, Points of Interest) if they offers them her potentially-fatal blessing.
never truly slew it. Somehow the beast has made it to this
island. An adventurer recognizes its distinctive coloring.

11
AREAS OF NOTE ACTION: CLIMBING ON ANOTHER CREATURE
The following areas of Grimskalle are of note. An area If one creature wants to jump onto another creature, it can do
that does not appear in this section warrants no changes so by grappling. A small or Medium creature has little chance
or won't benefit from further details. of making a successful grapple against a Huge or Gargantuan
creature, however, unless magic has granted the grappler
supernatural might.
G2. GUARD ROOM As an alternative, a suitably large opponent can be treated
as terrain for the purpose of jumping onto its back or clinging
PROFESSOR SKANT
to a limb. After making any ability checks necessary to get
If the professor orb is present, it dryly remarks on the into position and onto the larger creature, the smaller creature
nature and history of frost giant metallurgy: "The isejotun uses its action to make a Strength (Athletics) or Dexterity
have never been ones to tend a forge; the heat of a freshly- (Acrobatics) check contested by the target's Dexterity
slain elk is almost too much to bear. Instead, they stole (Acrobatics) check. If it wins the contest, the smaller creature
their arms from their vanquished foes—humans, dwarves, successfully moves into the target creature's space, the
fire giants. It is amazing how well a human greatsword smaller creature moves with the target and has advantage on
functions as a dagger in the hands of a frost giant." attack rolls against it.
The smaller creature can move around within the larger
creature's space, treating the space as difficult terrain. The
G6. PERCHED MEPHITS larger creature's ability to attack the smaller creature depends
If Auril comes under attack in Grimskalle, she calls forth on the smaller creature's location and is left to your discretion.
the six ice mephits that lair here once her first form has The larger creature can dislodge the smaller creature as an
been slain—until then, her pride prevents her from relying action—knocking it off, scraping it against a wall, or grabbing
on such pitiful minions. and throwing it—by making a Strength (Athletics) check
contested by the smaller creature's Strength (Athletics) or
Dexterity (Acrobatics) check. The smaller creature chooses
G8. QUEEN'S BEDCHAMBER which ability to use.
As noted above, the Companion strongly advocates that
Auril be absent from the island. If she is present, she will G9. CROWNED ROOFTOP
inherently be aware of the adventurers' presence and won't Although the Companion advocates against fighting Auril
allow them to take The Codicil of White. However, if the in this chapter, the same is not necessarily true for her roc.
deity is present in your campaign, read the following: At your discretion, the behemoth is here but Auril is out
She's here—gods above, she is here. The very sight of this in her gardens (Area I4). Every round there's a cumulative
monstrous goddess chills your blood and stops your heart. 10% chance that she uses a Lair Action to detect creatures
She is here in the flesh—a hunched-over, cloven-hooved, on the island. Thereafter, she uses another Lair Action to
owl-faced beast cloaked in ice. An avian forelimb creeps teleport to the rooftop.
out from that frigid cloak, its hand tipped in talons. The roc is a mighty creature but lucky and clever 7th-
She's pointing at you—sun above, she is pointing at level adventurers have a sliver of a chance of slaying the
you. Rime clambers over your skin, finds purchase in your beast. Remind your players of the Climbing On Another
clothes, and even coats your eyelashes. Creature action (see the sidebar).
When the Frostmaiden speaks, it is with the very chill Added Challenge. If the roc detects the adventurers as
of winter that she embodies: "And what are you doing they ascend to the rooftop, the titan flaps its mighty wings
here?" she asks. She speaks no language you've ever heard at initiative count 20 (losing initiative ties). Creatures on
and yet you understand her words perfectly—you under- the rooftop when this occurs must succeed on a DC 19
stand her cold fury, can feel it rushing around you as if it Strength saving throw or be knocked back 1d4 x 5 feet.
were the icy seawater outside. Large-sized or larger creatures are big enough to be blown
"This is your last mistake," the Frostmaiden murmurs. off the battlements but Medium or smaller creatures are
The Frostmaiden is cruel and uncaring—so she will settle safe. A creature blown off the battlement can make a DC
for the life of just one audacious mortal. The others are 13 Dexterity saving throw to catch the railing, arresting
free to flee from her frigid demesne to warn off those who their fall. To be pulled back up requires a successful DC
would also dare invade her lair. She chooses one victim 13 Strength (Athletics) check made by either the blown-
and never relents until they're dead—and she does not off character or another creature that assists them.
ignore a downed foe making Death saving throws. This event does not occur if Auril is present.
Using misty step, she can close gaps and still eviscerate
a foe with her talons on the same turn. On her second turn,
she casts ice storm to pelt her foes with hail.

12
G10. ICE RINK G14. VASSAVICKEN'S AXE
The encounter with the awakened walrus can be construed Given its immense size and that it takes an hour for a
as creepy or ridiculous. To lean into the former, make character to attune to the axe, it is unlikely that a party
Ukuma evil and stain the ice rink with blood. When the member will ever wield this weapon—especially if Auril
druids that visit Grimskalle come, it's with fish or corpses is present on the island, as her presence makes short rests
for the giant walrus to feed upon. The beast has had far nearly impossible to achieve. It's also unlikely that they
too many of the latter, and their grisly remains stain the ever learn that the axe is magical at all. Therefore, the
area. Humanoid bones and entrails can be found on the ice following changes have been made to this area:
and Ukuma's face is stained red. • A spell of detect magic reveals both transmutation and
Ukuma is content to only feed on the dead; it does not enchantment magic surrounding the axe, betraying its
attack visiting humanoids. It can still be befriended, as magical nature.
described in Rime of the Frostmaiden, but the adventurers • While all other metal in Grimskalle has rusted over, this
are likely to cringe at such a relationship. weapon remains pristine, implying a magical nature.
You can voice Ukuma with the sample dialogue below: • An inscription, written in the Dwarvish script, reads
• "The marrow is the best bit." "May the sovereign bear the bloodlust of the people."
• "My friends should be returning soon—and with dinner. • If Professor Skant is present, it remarks, "No weapon
Perhaps we can share?" was feared in the Far North more than Vassavicken's
• "Few have attempted the Frostmaiden's tests. Fewer bloodthirsty axe, 'Vassulfyr.'"
have survived. I don't know where they go, but they
always return—and if they don't, their bodies do. You G15. TESTS OF THE FROSTMAIDEN
should try the tests!"
To gain access to The Codicil of White, four tests must be
Yselm. If Yselm is somehow present here, have Ukuma passed. Before running the tests, consider the following:
recognize and call out to her. It outs Yselm as one of the • Several tests span hours or even days, so be prepared to
vile druids that brings the walrus corpses to feed upon. shift your campaign's narrative to accommodate that.
• If the adventurers can't or won't do what is necessary to
G12. SKELETAL GUARDS pass a test (namely the Test of Cruelty), one of the other
When the two frost giant skeletons attack, read: characters, such as Vellynne Harpell, does it instead.
With a silent roar, a skeletal giant spins its anchor on its Let the adventurers deal with the fallout without your
chain before loosing it in a wide arc! campaign grinding to a halt.
At your discretion, the two skeletons here can grapple and Suggested Order. Your adventurers are free to choose
pull a creature they strike with their anchor. Replace their the order in which they succeed on the tests. However, the
Greataxe with the attack below: most satisfying order (narratively-speaking) is to take the
Anchor. Melee Weapon Attack: +9 to hit, reach 20 ft., one Test of Cruelty, followed by Endurance, followed by the
target. Hit: 25 (3d12+6) bludgeoning damage. If the target is Test of Isolation (so that the party can reduce the levels of
20 feet away, they must also succeed on a DC 15 Dexterity exhaustion they gained in the Test of Endurance) and then
saving throw or be pulled 20 feet closer to the frost giant the Test of Preservation.
skeleton. Additionally, since the Tiger Tribe attacks a chapter of
the Elk Tribe in the Test of Isolation, it can be emotionally
G13. VASSAVICKEN'S TOMB impactful for the kin of the characters that the adventurers
To better communicate to the adventurers that the door just met to be victimized.
behind Vassavicken's corpse may hold treasure, read the THE WIZARD
following text instead of what has been written in RoFM. If Vellynne is present, or Nass Lantomir is for that matter,
Without noticeable treasure frozen alongside the queen's she remarks, "It is the legends said… The four trials of the
corpse, there is no incentive for anyone but a necromancer Frostmaiden. Those whose mettle proves cruel and lasting
to chip away at the ice, making the trap here nothing more will be granted access to her most holy text… And in it
than a shiny set piece. lies the Rime of the Frostmaiden whose recitation can
Towering from within her icy sarcophagus is a frost giant split the Reghed Glacier… All my ambitions have led to
queen, her cruel iron-crown still wresting atop her head. this moment."
She has not gone to the grave quietly; her hands are curled
into fists and her posture is menacing, as if she were
challenging tomb raiders to a battle.
Behind her, behind the carved block of ice, is a gilded
door leading to what must surely hold riches beyond
compare.

13
G16. TEST OF CRUELTY G17. TEST OF ENDURANCE
This trial represents a test of soul and spirit, requiring a This otherwise simple test spans fourteen hours, meaning
sacrifice good-hearted heroes may be unwilling to do. the adventurers' ride (Angajuk, the crew of the Ravenous,
or the griffons) will likely assume the adventurers died on
ROLEPLAYING THE KING the island. Therefore, they would likely return home.
When King Gunvald Halraggson explains his reasoning, Consider the following for this test:
read the following: • The adventurers are sure to rack up several levels of
The Bear King meets your gaze boldly; his face is sunken exhaustion in this test; it takes one long rest or a spell
and malnourished. Lean muscle stubbornly clings to his of greater restoration (which the party doesn't have
bones. "It has been a long winter," King Gunvald says. access to at this level) to reduce exhaustion by one level.
"The sun has died and dark times call for dire measures. Therefore, this challenge will take days to recover from.
This is the way. This is the way the Bears survive this • No combat is expected in this test; however, if a foe does
remorseless winter. My shaman has consulted the spirits. appear, such as a yeti, you can roll a d6 each round to
My men have consulted their stomachs. My soul has represent the number of tribal warriors that land an
consulted itself and determined that it too can make a attack on the beast. Every successful attack deals the
sacrifice—but if you've an ounce of good inside you—" average damage with no modifiers (3 piercing damage,
The Bear King offers you a sacrificial dagger and points made by a spear, javelin, or arrow).
at the bound and gathered elders, "—you will share this • If you intend to use the Reghed Elks at Sea (see Getting
burden with me. They have served the tribe in life, and so Off the Island in The Sea of Moving Ice above) option,
too shall they in death. Do what must be done for the good Mjenir, the tribe's shaman, may be absent, as he has left
of our people." for the Sea of Moving Ice to later deliver the party back
If Gunvald is attacked, he is joined by Ulkora, the evil to the mainland. Should this occur, Jarund Elkhardt
shaman (a druid) that convinced him to go down this dark mentions that "Mjenir left for a vision—for you. He is
path. He is also joined by 1d4+2 tribal warriors with one on his way to the Sea of Moving Ice as we speak! I dare
level of exhaustion apiece. On her first turn, Ulkora casts hope it wasn't for naught."
entangle to restrain the adventurers; if she is threatened,
she snaps out a thunderwave. Otherwise, she relies on ROLEPLAYING THE KING
produce flame spells to burn her foes. All these warriors When the party is brought before Jarund Elkhardt, he
fight to the death. remarks, "Tell your mistress that we have paid our dues!
We are not to be reaped this day, emissaries!"
THE WIZARD The Elk king is a weathered old man of fifty years who
If Vellynne Harpell or Nass Lantomir are present, they are has had his share of war and woe. Age has made him
willing to do what the adventurers won't. They have no cautious, but he has little choice now but to accept the
qualms in committing an act of cruelty now when they've adventurers' presence—the reindeer will not wait. If the
already done so much evil in their lives. If the adventurers adventurers brave the elements with the tribe, Jarund
have a problem with it, all the better—introducing some pronounces them honorary Elks.
friction between Vellynne and the party is better for the You can voice Jarund with the sample dialogue below:
campaign's narrative. • "We must go! Where the reindeer go, the Elk Tribe must
When Vellynne takes matters into her own hands, read follow, no matter what the elements hurl at us!"
the following text: • "This is the life you Ten-Towners have avoided—and
"This is ridiculous," Vellynne snarls, drawing her own we know the truth. You are those who could not keep
dagger. "You would save four retired lives in lieu of Ten- up with the herd."
Towns? Of Icewind Dale itself? If you will not bear this • "Our people are proud and strong. We endure so long as
burden then I will!" the reindeer do. Without them, we are nothing."
Vellynne's apparent altruism is merely a veneer. She has
already made her goals clear and her lies can easily be SKILL CHALLENGE
seen through. If Vellynne is not stopped, she murders the The Companion advocates running the Test of Endurance
elders and passes the Test of Cruelty. as a Skill Challenge, a mini-game described in Chapter 4
of the Companion, instead of how it is presented in RoFM.
A Skill Challenge can be thought of as an action montage
in which the adventurers must make use of their skills and
other talents (expressed through ability checks) to
overcome obstacles. At your table, it should take only
fifteen minutes; you describe a situation that requires the
party's intervention; they suggest an appropriate ability
check to overcome it. The character then attempts the
ability check and you determine if they succeeded.
14
Tenets. A Skill Challenge boils down to these tenets: The Test of Endurance. In this Skill Challenge, the
• The characters encounter a series of obstacles that can't party must endure a forced march through an unforgiving
be solved solely through combat, but by utilizing their tundra. They must succeed on five ability checks, before
skills. Only one character makes an ability check for an failing three, to win the challenge. The DCs for these
obstacle. ability checks should fall between 14-18, as you see fit.
• The goal of a challenge is to succeed on a predetermined Possible obstacles that may arise in this situation and their
number of ability checks before accruing three failures. associated ability checks are suggested below. As noted
• Skill Challenges are about collaborative, creative story- in Rime of the Frostmaiden, the blizzard the tribe must
telling. You present the obstacle to your players and contend with functions as an antimagic field, making all
allow them to suggest solutions utilizing skills. When spells impossible to cast.
they can't, however, come up with one of their own, you • As nomads or adventurers begin to falter or fall behind,
can call for ability checks relevant to the obstacle. an Athletics check can be made. Charisma represents
• Failure is not a wall; failure represents dawdling or motivating the person to keep up, whereas Strength
struggling. While consequences might be doled out for represents dragging the person along.
each individual failure, the challenge continues until • The tribe's navigator has gone snow-blind! He can be
three have been accrued. Failing a Skill Challenge replaced by an adventurer, who must make a Wisdom
might entail lost lives, an escaped target, destruction of (Survival) check to keep the tribe on track.
the adventurers' ship, or failing to stop an eldritch ritual. • A character slips on ice! If this character is a nomad,
they break their ankle; if they are an adventurer, they
Rules. A Skill Challenge follows these rules:
merely sprain it. Through a Wisdom (Medicine) check
• The DM describes an obstacle, hazard, or event that
or a check using carpenter's tools, a splint can be made
necessitates the adventurers' intervention, like a sailor
for the person.
falling overboard, or a collapsing structure. The player
• A wounded mammoth crosses the tribe's path; in its pain,
then suggests a skill, tool, or spell; if appropriate, they
the beast confuses the nomads as enemies and begins to
roll against the DC you set.
charge! A Wisdom (Animal Handling) check can be
• Once a player has applied a skill towards an obstacle,
made to calm the beast.
they can no longer use that same skill for the rest of the
• A howl pierces the thundering winds! The creature may
challenge. This is to spur creativity and prevent the
be a yeti, remorhaz, or beast. An Intelligence (Arcana)
rogue from using his +11 Dexterity (Acrobatics) check
check can identify the creature, which then informs the
to trivialize or circumvent the entire Skill Challenge.
tribe of which tactics to employ (i.e., lighting torches,
• Tool proficiencies are legal to use in a Skill Challenge,
circling up, or standing upon boulders).
provided they logically apply towards an obstacle. This
• The tribe encounters Arveiaturace, the ancient white
ability check is often an Intelligence check using the
dragon, resting on the ground, covered in snow (see the
character's proficiency bonus, though other ability
Arveiaturace wilderness encounter in Chapter 2). She
scores might apply. For example, an Intelligence check
can be detected through a Perception check, identified
with carpenter's tools can be made to identify a building
as nearly-blind with a History check, hidden from with
about to collapse; Wisdom or Dexterity can be used to
a Stealth check, or persuaded to spare the tribe through
quickly make a repair.
a Persuasion check. On a failure, she batters the tribe
• Magic is also legal, provided the spell used can logically
with her wings and sends them fleeing. Alternatively,
apply to the situation. Whenever a spell of 1st level or
the wyrm cares nothing for the nomads, but they scatter
higher is cast that can logically best an obstacle, the
without a successful Persuasion check.
check automatically succeeds, as the character has just
• When in doubt, if you or your players cannot think of
expended a vital resource.
any other situation or ability check, simply call for a
• Cantrips can also be used, but because they don't cost a
Constitution check to determine their stamina.
resource, a spellcaster must succeed on an ability check
using their spellcasting ability (adding their proficiency Failure. Whenever a character fails an ability check,
bonus) against the DC of the obstacle. Like a skill, that they receive one level of exhaustion.
same cantrip can't be used again later in the challenge Ending the Challenge. Once the party has accrued five
by that character. successes or three failures, the challenge ends. If the party
succeeds, they complete the Test of Endurance and are
magically reinvigorated by the Frostmaiden's magic: a
character's exhaustion level is reduced by two levels. If
the adventurers fail the challenge, they must each make a
DC 15 Constitution saving throw or take one level of
exhaustion. They are then teleported back to Grimskalle.
Either way, they pass the Frostmaiden's test.

15
G18. TEST OF ISOLATION Isarr. As rabid as the wolves he emulates, Isarr cannot
truly be called a man anymore. He has more in common
The Test of Isolation spans six days and six nights; there-
with beasts and gnolls than he does with people. He's fond
fore, whomever ferried the adventurers to Auril's Island is
of unleashing wild, unsettling howls to frighten his foes
sure to believe that the adventurers are dead. See Leaving
before battle.
the Island in The Sea of Moving Ice above.
You can voice Isarr through the dialogue below:
Elk Demise. The Tiger Tribe attacks a constituent clan
• "Come forth, Aerix! Join your mother and father in the
of the Elk Tribe. In Chapter 6, this same tribe sends its
wintry afterlife! I will make it quick!"
warriors to escort the adventurers to the Reghed Glacier,
• "I am the Beast Among Men!"
making this encounter a bitter episode. For aiding the
• "Malar take you!"
Tiger Tribe, the adventurers help victimize the kin of the
same folk that help them later. This is underscored by the
Reghed Elks at Sea encounter (see Leaving the Island). G20. ENTRANCE TO THE VAULT
VIVID MEMORIES DEUS EX DRUIDS
The Test of Isolation has great narrative potential. When Using the druids to make up for any tests the adventurers
running this test, delve into the adventurers' issues and failed is an utter cop-out that only the most indifferent or
seedy pasts. Whenever an adventurer goes missing, craft blindest players won't smart under. The Companion
an extremely personal nightmare they must navigate. For doesn't advocate using them unless Yselm or Ravisin (the
example, a character with the Pirate Cannibal secret must druid responsible for awakening several beasts that
relive that barbaric episode. It should never be revealed haunted Bremen and Lonelywood) are among them.
whether the character involved is in a fugue state or if Revenge should be their sole motivation. During the
there is actual magic forcing them to relive their most battle, a druid winds up within the vault; this druid has
awful memories. passed one of the tests that the adventurers have failed.
Their presence satisfies the vault's requirements.
LIVING BLIZZARD Again, this is a cop-out. However, if you're faced with
If you must confront your adventurers with a foe during your campaign grinding to a halt, no one will blame you
this test, consider running the Living Blizzard encounter for accepting the cop-out. This is merely a failsafe.
that was described in The Sea of Moving Ice section
above. The living ice storm and 1d4+2 living ice knives G21. HALL OF THE FOUR WINDS
create a blizzard that consumes the Tiger Tribe camp. The
Rather than being etched in Common, the language on the
adventurers can seek out these creatures and, in viewing
tablet appears in the native language of whichever person
them, see Auril's image etched into their icy sides.
reads it. A spell of detect magic reveals no magic at play
here, suggesting that it was wrought by a divine being
G19. TEST OF PRESERVATION (Auril) or masked with a permanent Nystul's magic aura
This test is a simple one and can be made all the more spell. The former is true.
difficult if the adventurers are suffering from exhaustion,
which is precisely why it should occur after the Test of G22. CHAMBER OF THE CODICIL
Endurance.
If Vellynne or Nass Lantomir's ghost are present, see the
ROLEPLAYING THE NOMADS following:
The Wolf Tribe is divided. Without an heir apparent, wild Vellynne. Upon seeing the tome, Vellynne remarks, "At
men like Isarr Kronenstrom have risen to claim the title of last… We may free this land and the relics it hides. We
Wolf King. Those that don't approve of his barbaric ways have done what few have ever even tried."
have splintered off—but one by one, Isarr has forced them Nass. Once Nass grasps the tome, she remarks, "Ha!
to bend the knee or face the blade. May my detractors wither with envy! Ythryn awaits…"
Aerix. Aerix has been frightened so badly that he seems The ghost's words trail off as her spirit is laid to rest.
beyond fear. He is almost catatonic, speaking placidly of
the massacre. He won't look others in the eye, and he will G23. AURIL'S BLESSING
squirm away from their touch. If the Frostmaiden is absent from the island, this chamber
You can voice Aerix through the dialogue below: is nothing more than a trap—an alarm bell that alerts Auril
• "They fell on us like a blizzard—Isarr Kronenstrom's to the intruders that have infiltrated her lair and passed her
'dog-men.' Father always said Isarr would only ever tests. Although she still offers her blessing, she now
claim the Wolf King's throne by climbing over our knows it is time to return to the Island of Solstice.
corpses." If you're using the "ominous die" idea proposed at the
• "They… They killed my mother." start of the supplement, set the die at 1 to warn the party
• When Isarr appears: "Quick! Hide! You can't let Isarr that Auril is now on her way back to the island.
find you—not if you like your skin where it is!"
16
APPENDIX A: MAGIC ITEMS
The following magic items are found on this level:
+2 TRIDENT Whenever a hostile creature damages you while the axe
Martial weapon, rare is in your possession, you must succeed on a DC 15
You have a +2 bonus to attack and damage rolls made Wisdom saving throw or go berserk. While berserk, you
with this magic trident, which has the versatile (1d6/1d8) must use your action each round to attack the creature
and thrown (20/60 ft.) properties. nearest to you with the axe. If you can make extra attacks
Location. See Ch. 5., Island of Solstice, I2. as part of the Attack action, you use those extra attacks,
moving to attack the next nearest creature after you fell
ALCHEMY JUG your current target. If you have multiple possible targets,
Wondrous item, uncommon you attack one at random. You are berserk until you start
This ceramic jug appears to be able to hold a gallon of your turn with no creatures within 60 feet of you that you
liquid and weighs 12 pounds whether full or empty. can see or hear.
Sloshing sounds can be heard from within the jug when it Location. See Ch. 5, Grimskalle, G14.
is shaken, even if the jug is empty.
You can use an action and name one liquid from the THE CODICIL OF WHITE
table below to cause the jug to produce the chosen liquid. Wondrous item, legendary
Afterward, you can uncork the jug as an action and pour The Codicil of White is a tall, thin volume bound in white
that liquid out, up to 2 gallons per minute. The maximum ermine fur over seasoned boards of white pine and sealed
amount of liquid the jug can produce depends on the with a clasp and lock of tarnished silver. The book is cold
liquid you named. to the touch, and the fur is worn about the edges from use.
Once the jug starts producing a liquid, it can't produce The twenty-seven pages within are of vellum painted with
a different one, or more of one that has reached its silver gilt on the outer edges. The whole is sewn to a
maximum, until the next dawn. leather binding with strips of sinews, making it quite
Location. See Ch. 5, Grimskalle, G3. durable.
A creature with the codicil in its possession has
ALCHEMY JUG resistance to cold damage.
Liquid Maximum Amount
The codicil was written by followers of Auril as a
Acid 8 ounces
Basic Poison 1/2 ounce primer on her worship. The first page is a title page with
Beer 4 gallons the snowflake symbol of Auril on it. The remaining pages
Honey 1 gallon describe various priestly rituals and ceremonies in
Mayonnaise 2 gallons chilling detail. Nestled among these descriptions is a spell
Oil 1 quart that wizards can learn (frost fingers, and a poem called
Vinegar 2 gallons "Rime of the Frostmaiden" (see appendix E)). The poem
Water, Fresh 8 gallons is an incantation, the power of which can be used to split
Water, Salt 12 gallons a glacier (see chapter 6, RoFM). The poem might have
Wine 1 gallon other capabilities, at your discretion.
BERSERKER AXE Location. See Ch. 5, Grimskalle, G22.
Greataxe, rare (attunement) POTION OF COLD RESISTANCE
You gain a +1 bonus to attack and damage rolls made with Potion, uncommon
this magic greataxe. In addition, while you are attuned to When you drink this potion, you have resistance to cold
this weapon, your hit point maximum increases by 1 for damage for 1 hour.
each level you have attained. Location. See Ch. 5., Island of Solstice, I2.
Curse. This axe is cursed, and becoming attuned to it
extends the curse to you. As long as you remain cursed, POTION OF WATER BREATHING
you are unwilling to part with the axe, keeping it within Potion, uncommon
reach at all times. You also have disadvantage on attack You can breathe underwater for 1 hour after drinking this
rolls with weapons other than this one, unless no foe is potion. Its cloudy green fluid smells of the sea and has a
within 60 feet of you that you can see or hear. jellyfish-like bubble floating in it.
Location. See Ch. 5., Island of Solstice, I2.

17
PROFESSOR ORB (PROFESSOR SKANT) SPELL SCROLL
Wondrous item, rare A spell scroll bears the words of a single spell, written as
Each professor orb takes the form of a smooth, solid, 5- a mystical cipher. If the spell is on your class's spell list,
pound sphere of smoky gray quartz about the size of a you can read the scroll and cast its spell without providing
grapefruit. Close examination reveals two or more any material components. Otherwise, the scroll is
pinpricks of silver light deep inside the sphere. unintelligible. Casting the spell by reading the scroll
A professor orb is sentient. This one, Professor Skant, requires the spell's normal casting time. Once the spell is
is lawful good, and has an Intelligence of 18, a Wisdom cast, the words on the scroll fade, and it crumbles to dust.
of 11, and a Charisma of 9. The orb can see and hear If the casting is interrupted, the scroll is not lost.
normally out to a range of 60 feet. It speaks and reads If the spell is on your class's spell list but of a higher
Common, Draconic, Elvish, and Loross (the dead level than you can normally cast, you must make an
language of the Empire of Netheril). Professor Skant is a ability check using your spellcasting ability to determine
chatterbox and assumes all humanoids are dunderheads. whether you cast it successfully. The DC is determined by
When it is elaborating on its areas of expertise, it adopts the scroll's level. On a failed check, the spell disappears
an unintentionally patronizing tone. It has the following from the scroll with no other effect.
four areas of expertise: Once the spell is cast, the words on the scroll fade, and
• The history of Netheril the scroll itself crumbles to dust.
• Vampirism and the traits of vampires Mass Cure Wounds. To cast this spell, the caster must
• Rituals surrounding the making, bottling, and drinking succeed on a DC 17 ability check using their spellcasting
of Elverquisst (a rare, ruby-colored elven liquor ability. This scroll is found in Ch. 5, Grimskalle, G9.
distilled from sunshine and rare summer fruits)
• The tarrasque
When making an Intelligence check to recall lore from
any of its areas of expertise, the orb has a +9 bonus to its
roll (including its Intelligence modifier).
In addition to the knowledge it possesses, a professor
orb can cast the mage hand cantrip at will. It uses the spell
only to transport itself. Intelligence is its spellcasting
ability for this spell.
Location. See Ch. 5., Island of Solstice, I3.

18
APPENDIX B: BESTIARY
The following creatures are present in this chapter:

19
AURIL
LAIR ACTIONS
Auril dwells on Solstice, a frozen island hidden among
the titanic icebergs in the Sea of Moving Ice. Few
creatures know of this island, let alone how to reach it.
See chapter 5 for information about the regional effects
that encompass the island.
While she's on the island, the Frostmaiden can take one
of the following lair actions on initiative count 20 (losing
initiative ties):
• Auril instantly knows the locations and health of all other
creatures on the island. She knows how much damage each
of these creatures has taken, how many levels of exhaustion
they have, and what conditions are affecting them currently.
• Auril instantly teleports to any location on the island. If the
space she chooses as her destination is already occupied,
Auril appears in the closest unoccupied space to it instead.
• Auril telepathically communicates with any number of
creatures at once, provided they're all on the island. This
effect lasts until Auril stops concentrating on it (as if
concentrating on a spell) or until she leaves the island or uses
a different lair action.

REGIONAL EFFECTS
Auril's presence creates the following regional effects,
which fade 1d10 days after all three of her forms are
destroyed:
• The save DC to resist the effects of extreme cold is 15 instead
of 10.
• Whenever a creature that lacks resistance or immunity to cold
damage spends a Hit Die to regain hit points within 1 mile of
the island, it regains only a number of hit points equal to its
Constitution modifier (minimum of 0). It doesn't get to roll
the die.
• The island, its surface features, and all creatures and objects
out to a distance of 200 feet from the island are lightly
obscured by fog. Thick fog fills the air beginning 200 feet
from the island and extending outward for 1 mile in all
directions; anything on the water or in the air within this thick
fog is heavily obscured.
LEGENDARY ACTIONS
Auril can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at
a time and only at the end of another creature's turn. Auril
regains spent legendary actions at the start of its turn.
FIRST FORM
While in her first form, Auril can choose from the options
below:
Talons. Auril attacks once with her talons.
Teleport. Auril teleports to an unoccupied space she can see
within 30 feet of her.
Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.

20
SECOND FORM THIRD FORM
While in her second form, Auril can choose from the While in her third form, Auril can choose from the options
options below: below:
Attack. Auril makes one weapon attack. Polar Ray. Auril uses Polar Ray.
Ice Flurry (Costs 2 Actions). Each creature within 30 feet of Intensify Aura (Costs 2 Actions). Auril's Frigid Aura deals an
Auril takes 5 (2d4) piercing damage from swirling ice, and extra 10 cold damage until the end of her next turn.
nonmagical, open flames in that area are extinguished. Blinding Gleam (Costs 2 Actions). Auril's form flares with a
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or blue light. Each creature that can see Auril and is within 10
causes one to ice mephit she can see within 60 feet of her to feet of her must succeed on a DC 17 Wisdom saving throw
explode and die. A mephit that dies in this way does not use or be blinded by Auril's magical gleam for 1 minute. The
its Death Burst. Instead, each creature within 10 feet of the blinded creature can repeat the saving throw at the end of
exploding mephit must succeed on a DC 21 Dexterity saving each of its turns, ending the effect on itself on a success.
throw, taking 13 (3d8) piercing damage on a failed saving
throw, and half as much damage on a successful one.

21
22
23
24
25
26
27
28
29
30
31
APPENDIX C: EFFECTS
The following effects are present in this chapter:
WEATHER & ENVIRONMENTAL HAZARDS EXTREME COLD
Weather
BLIZZARD Whenever the temperature is at or below 0 degrees
Wilderness Hazard Fahrenheit, a creature exposed to the cold must succeed
The blizzards that ravage Icewind Dale and harry on a DC 10 Constitution saving throw at the end of each
travelers on the mountain pass are reflections of Auril's hour or gain one level of exhaustion. Creatures with
self-imposed isolation. A blizzard in Icewind Dale resistance or immunity to cold damage automatically
typically lasts 2d4 hours, and whenever the characters are succeed on the saving throw, as do creatures wearing cold
caught in one, the following rules apply until it ends. weather gear (thick coats, gloves, and the like) and
A blizzard's howling wind limits hearing to a range of creatures naturally adapted to cold climates.
100 feet and imposes disadvantage on ranged weapon
attack rolls. It also imposes disadvantage on Wisdom FRIGID WATER
(Perception) checks that rely on hearing. The wind Wilderness Hazard
extinguishes open flames, disperses fog, erases tracks in A creature can be immersed in frigid water for a number
the snow, and makes flying by nonmagical means nearly of minutes equal to its Constitution score before suffering
impossible. A creature falls at the end of its turn if it is any ill effects. Each additional minute spent in frigid
flying by nonmagical means and can't hover. water requires the creature to succeed on a DC 10
Visibility in a blizzard is reduced to 30 feet. Creatures Constitution saving throw or gain one level of exhaustion.
without goggles or other eye protection have Creatures with resistance or immunity to cold damage
disadvantage on Wisdom (Perception) checks that rely on automatically succeed on the saving throw, as do
sight due to blowing snow. creatures that are naturally adapted to living in ice-cold
Any creature that is concentrating on a spell in a water.
blizzard must succeed on a DC 10 Constitution saving
HEAVY PRECIPITATION
throw at the end of its turn or lose its concentration on the
Weather
spell unless the creature is sheltered against the elements
Everything within an area of heavy rain or heavy snowfall
(for example, in an igloo).
is lightly obscured, and creatures in the area have
Veering Off Course. It's easy to veer off course while
disadvantage on Wisdom (Perception) checks that rely on
traveling through a blizzard, and it's also easy for party
sight. Heavy rain also extinguishes open flames and
members to become separated from one another, which is
imposes disadvantage on Wisdom (Perception) checks
why the wisest course of action is to stay put and wait for
that rely on hearing.
the blizzard to pass.
If the characters travel during a blizzard, have the HIGH ALTITUDE
players designate one party member as the navigator. At Wilderness Hazard
the end of each hour of travel through the blizzard, the Traveling at altitudes of 10,000 feet or higher above sea
DM makes a DC 15 Wisdom (Survival) check on behalf level is taxing for a creature that needs to breathe, because
of the navigator. On a successful check, the party stays on of the reduced amount of oxygen in the air. Each hour
course. On a failed check, the party wanders off course, such a creature spends traveling at high altitude counts as
putting its members no closer to their destination than 2 hours for the purpose of determining how long that
they were at the start of that hour. If the check fails by 5 creature can travel.
or more and the party members aren't tied together, one Breathing creatures can become acclimated to a high
randomly determined party member becomes lost in the altitude by spending 30 days or more at this elevation.
blizzard and separated from the others. If the group tries Breathing creatures can't become acclimated to elevations
to reunite with its missing member, have the party above 20,000 feet unless they are native to such
members (including the missing one) make a DC 15 environments.
Wisdom (Survival) group check at the end of each hour.
If this group check succeeds, the missing party member is SLIPPERY ICE
found, but no progress is made toward reaching the Wilderness Hazard
group's intended destination that hour. The group check Slippery ice is difficult terrain. When a creature moves
can be repeated after each hour spent searching for the onto slippery ice for the first time on a turn, it must
missing party member. succeed on a DC 10 Dexterity (Acrobatics) check or fall
prone.

32
STRONG WIND EXHAUSTION
Weather Level Effect
A strong wind imposes disadvantage on ranged weapon 1 Disadvantage on ability checks
attack rolls and Wisdom (Perception) checks that rely on 2 Speed halved
3 Disadvantage on attack rolls and saving throws
hearing. A strong wind also extinguishes open flames,
4 Hit point maximum halved
disperses fog, and makes flying by nonmagical means 5 Speed reduced to 0
nearly impossible. A flying creature in a strong wind must 6 Death
land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that INDEFINITE MADNESS
imposes disadvantage on Wisdom (Perception) checks d100 Flaw (lasts until cured)
that rely on sight. 1-15 "Being drunk keeps me sane."
16-25 "I keep whatever I find."
THIN ICE "I try to become more like someone else I know—
Wilderness Hazard 26-30 adopting his or her style of dress, mannerisms, and
Thin ice has a weight tolerance of 3d10 × 10 pounds per name."
"I must bend the truth, exaggerate, or outright lie to
10-foot-square area. Whenever the total weight on an area 31-35
be interesting to other people."
of thin ice exceeds its tolerance, the ice in that area breaks. "Achieving my goal is the only thing of interest to me,
All creatures on broken ice fall through. 36-45
and I'll ignore everything else to pursue it."
"I find it hard to care about anything that goes on
EXHAUSTION 46-50
around me."
Some special abilities and environmental hazards, such as 51-55 "I don't like the way people judge me all the time."
starvation and the long-term effects of freezing or "I am the smartest, wisest, strongest, fastest, and most
56-70
scorching temperatures, can lead to a special condition beautiful person I know."
called exhaustion. Exhaustion is measured in six levels. "I am convinced that powerful enemies are hunting
An effect can give a creature one or more levels of 71-80 me, and their agents are everywhere I go. I am sure
they're watching me all the time."
exhaustion, as specified in the effect's description.
"There's only one person I can trust. And only I can
If an already exhausted creature suffers another effect 81-85
see this special friend."
that causes exhaustion, its current level of exhaustion "I can't take anything seriously. The more serious the
increases by the amount specified in the effect's 86-95
situation, the funnier I find it."
description. 96-
"I've discovered that I really like killing people."
A creature suffers the effect of its current level of 100
exhaustion as well as all lower levels. For example, a
creature suffering level 2 exhaustion has its speed halved
and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as
specified in the effect's description, with all exhaustion
effects ending if a creature's exhaustion level is reduced
below 1.
Finishing a long rest reduces a creature's exhaustion
level by 1, provided that the creature has also ingested
some food and drink. Also, being raised from the dead
reduces a creature's exhaustion level by 1.

MADNESS
Madness can occur in one of three forms:
• A character afflicted with short-term madness is
subjected to an effect from the Short-Term Madness
table for 1d10 minutes.
• A character afflicted with long-term madness is
subjected to an effect from the Long-Term Madness
table for 1d10 × 10 hours.
• A character afflicted with indefinite madness gains a
new character flaw from the Indefinite Madness table
that lasts until cured.

33

You might also like