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Hirsbrunner
Author’s Bio: Jeffery Pretti lives with his wife and two “dice 91% (11)
game”-loving kids in Portland, Ore. He has a Ph.D. in D&D5e - Encounters in The Savage
philosophy from the University of Madison, Wisconsin, where
Jungle
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he studied the impact language has on how we mentally
represent the world – and vice versa. He now puts that degree
to its best possible use designing worlds where our language 86 pages
and mental representations have a much more visceral
connection.
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Special Thanks: This adventure was written as part of the RPG
Writer’s Workshop course, “Write Your First Adventure,”
Graves of Neverwinter
during the summer of 2020. Thank you to the organizers,
instructors, and fellow participants for the support and
encouragement to finally begin writing.
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Special thanks to my DM mentors: Jeff Brown, who always
apologizes when he doesn’t have one of his hand-painted
maps to roll out; Daniel Russell, who first showed me both the 100% (3)
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encounter; and Andrew Weber, whose perpetual Wastes
permutations kept the rest of us from inadvertently killing his
characters, despite our apparent best intentions. You
continually remind me how to always put the players first. 17 pages
Thanks also to the early reviewers on the DMsGuild product page
Frozen Trees Under El Capitan , by zschnepf
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Adventure Sidekicks - Princes of The
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Finally, as always, thanks to my full Wednesday night crew, who Apocalypse
welcomed a new RPG-player and a charisma-based rogue into
an otherwise well-balanced party.
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
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few coins between towns? Did the PCs get caught in the INFORMATION J OSELYN M IGHT PROVIDE:
same snowstorm, only to join forces with the caravan as • “Sorry for the bumpy ride, darlin’. This wind and snow make it a bit 0% (1)
they all try to make headway against the wind and sleet? Or hard to pick out t he smoothest, safest path. Hopefully the worst of Storm King's Thunder - CH 3 Krakens
perhaps their story begins here, with a kismet meeting on this trip is a sore bum. Co me find me when we make camp, though, Gamble
the road, their tales converging when they step up to as I’ve got some minor training in patchin’ folk up.”
protect their fellow travelers?
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Unofficial head of the caravan’s guard, if only because he’s
(Preview) City of The Undead
been with Nal and Joselyn the longest, Gryst (M LN mtn
dwarf Guard) is short even for a dwarf. Sporting a
warhammer (or other weapon suitable for a PC’s reward,
preferably of the bludgeoning type) and a pair of ugly-but-
The weather has been unseasonably severe, and the 13 pages
functional cat-gut snowshoes, he prefers to plod along the
snowbanks, putting him almost at eye level with fellow wind and snow have been building throughout the day. The
travelers. Gryst trades in gossip picked up on the road. He caravan master, Nal, isn’t hiding his growing concern that No ratings yet
is genuinely interested in hearing about PCs’ backgrounds the group is far behind schedule and perhaps won’t be able 326194-Blacktide Cove FINAL v2
and what brought them to join the caravan, but he to make it to the sheltered waypoint before nightfall. His
wife, Joselyn, oscillate s between trying to quiet him and
Get instantinvariably
answers seems to have a short, terse complaint about trying to quiet the nerves of the caravan’s paying
every place mentioned.
passengers. Meanwhile, the captain of the car avan’s 33 pages
INFORMATION GRYST MIGHT PROVIDE: guard, Gryst, isn’t helping the mood with his constant
complaining, currently about how the low visibility isn’t
• “Jävla Fey! Nal has got us into it this time! Fah, you there, making his job any easier, as the heavy snowfall is lightly 0% (1)
what’s-your-name, new guard! Other than this godsforsaken obscuring the surrounding area (See also Notable NPCs, 1745924-Travelers Welcome v2.1
storm, have you seen anything in this mess likely to kill us? ” above).
• “Keep a keen eye, comrade. There may be no sane bandits out
in this storm, but the veil is thin through the pass. Fah, I can
tell ye’ don’t believe me, but you just go an’ ask Joselyn, why TREADING ON THIN ICE 25 pages
don’t ‘cha.” Following the boxed text, above, and using the
• “Eh, comrade, where d’ya’ll say you’re from again?... information each NPC might provide, Nal, Joselyn, and/or
Gryst can start passing word down the line that the travel 92% (13)
Small Town. Ugh, never heard of it. It’s a small place?
Sounds like a town we passed through just this past Uktar.
is becoming more treacherous. The NPCs might each begin Ship of Horror PDF
Joselyn was able to pick up some healing supplies from the
a conversation with one or more PCs, depending on
clinic, there, a nice place by the name of Tak’s Hospital and
whether that PC is serving as a guard (Gryst), a paying
passenger (Joselyn), or one of the caravan laborers (Nal).
Grille.”
Large City. I once had the pleasure of staying three nights
This is also an opportunity to establish the positioning 92 pages
of PCs along the caravan and, if appropriate, an
there…three full days and nights waiting in a skit wagon
opportunity for players to describe and introduce their No ratings yet
line before Nal got fed up with the traffic and just went the
characters as each share in or overhear the others’
long way around.” Captain Drake's Revenge: by Samuel
conversations with one or another of the NPCs.
Coastal Town. Is that the place with that sour smell rising Woods
As the storm w orsens, the caravan makes its way around
up from all the streets?”
a bend in the canyon. As one or more PCs turn the corner, a
General Response. Ah, yes, I was once relieved of my purse
PC serving as a guard or caravan laborer might perform a
there. Twice. But I did find the town guards were always 15 pages
Wisdom (Perception) check, perhaps at disadvantage given
courteous about it.”
the heavy snowfall (See Dungeon Master’s Guide (DMG)
Chapter 5: Wilderness Survival; Heavy Precipitation). 100% (1)
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M.T. Black - Mordenkainen's Tome of
KEYED MAP: RIVERBEND Roll initiative. To save the cart and themselves from Marvelous Magic II
falling into the frigid river, the PCs must succeed in a skills
challenge by achieving the number of successes
appropriate for their number and APL before accumulating 28 pages
three failures. Parties of 5 or more PCs need 5 – 6
successes with a DC10, whereas smaller parties might only
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need 3 successes with a DC15.1
Each success slows the cart’s slide towards the icy river. (5e) WIP D&D Achievements For
For the skills challenge, players may use any of the Avery Labels #05202 (ONLY Page 1-14
following ability checks, though they cannot use the same Are Finished) - Use Template #5202…
ability check they used on their last turn nor the same one
40 pages
used by the immediately preceding PC:
• a simple ability check,
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R2 • an ability check with a skill proficiency,
• an ability check with a tool proficiency, or
• an ability check with a saving throw proficiency. However, a
saving throws may only be used when the immediately
preceding player failed their ability check, as an attempt to
R1
negate the damage caused by the previous failure.
Within the first round of initiative, any PC with a high
passive Wisdom (Perception) might notice that some of
the NPCs who were previously screaming for help have
Get instant answers gone quiet, or perhaps that any PCs recently enlisted to
help have stopped and calmly stepped back. With a quick
check over their shoulder (no action required), the PC
notices that the NPCs are now standing quietly at ease,
seeming to watch calmly as the cart continues its
intractable slide into the river. Should any of the PCs use
R1. SLIPPERY SECTION OF THE T RAIL
their turn to elicit help from NPCs after this point,
The river’s path has carved a sharp turn through canyon.
consider this merely a free communication (no action
The resulting steep outer canyon wall and the gentle slope
required) as the NPCs stare placidly in response, or at most
to the inner canyon wall have left a trail that narrows
calmly state that the PCs seem to have it all well in-hand.
around the bend. There is only about 20 ft. of clearance
between the frozen river and the canyon’s inner wall.
Unfortunately, the lull in the wind has caused the area to
end up heavily banked with accumulated snow. The winter
storm has put down layers of packed snow that have now
smoothly merged with the river’s edge, creating a single,
glistening sheet of ice. As a result, this stretch of the trail
has become extremely perilous, and yet the tight canyon
walls provide no other means of progress.
As the PCs attempt to round the bend, their c art that
containing both paying passengers and essential gear
begins to slide. In the ir panic, the horses only make the
situation worse. Without intervention, the horses, the cart,
and everything on the cart will slide out onto the frozen
river, which is coated by only a thin layer of ice.
R2. LYNXAL’S LOOKOUT
What appears to be small, curious mountain lynx sits
calmly on the overlooking ridge, watching as the caravan
passes underneath.
1
For parties with an APL above 4, consider increasing the number
of successes necessary to 9-15 with a DC10 for 5 or more PCs, or 4-5
with a DC15 for smaller parties.
hammers2 to better stake down the tents against the races and ages – and perhaps indicate the copse has been
storm’s winds, he might ask more about where they’re used previously as a makeshift waypoint.
from or why they have joined the caravan and are headed Later, after watch is established, a PC serving first watch
to their destination. will also catch sight of a bright, fresh carving in the bark of
Nal might enlist a PC to gather what wood is available one of the trees surrounding the camp that captures a
for the cookfire, foreshadowing how little wood they have visage of Gryst.
to keep the fires strong throughout the night. This may
C2. G RYST … OR WHAT ’S L EFT OF H IM
also be an opportunity for a PC to catch sight of some of
the strange carvings around camp (See also “C1. Strange Once watch has been established, Gryst suggests spreading
Visages,” below) out. When the PCs last sees him, he is walking towards the
Joselyn might gather any wet or cold PCs and invite trees on the other side of the tent. When the PCs later
them to come help start chopping tubers for the soup pot, investigate, they find his frozen hand clamped around the
assuring them that it will soon be the warmest seat wagon’s wheel with no other tracks in sight (See also
available. Rewards).
For narrative flare, it may also be worth noting that the C3. J OSELYN AND NAL ’ S T ENT & CAMP FI RE
mountain lynx (lynxal) that seems to have been following
If the PCs lost the cart, the fire spits and smokes without
the caravan is now making itself well at home, perhaps
given off much light, as the only wood available was a few
sitting next to Joselyn as she tosses it scraps of salted pork
fresh, green limbs found in the copse. Joselyn and Nal’s
while preparing the night’s soup. It may even begin to
tent is situated next to the camp’s communal fire, where
show preference to a PC that shows it kindness – or
planning meetings might occur (See also A Path Diverges).
perhaps one that keeps trying to avoid it, in true feline
fashion! If any PC attempts to investigate the unnatural C4. KAR ’ LAI AND S HA ’ VRE ’S T ENT
behavior of the lynx-like creature, the c heck simply The small tent where Kar’lai and Sha’vre, human sisters
Get instantconfirms
answersthat while the lynxal seems to be a curious
and paying passengers, sleep (See also When Nature Calls).
addition to the caravan, its presence is benign and
unthreatening (See also its Sovereign Presence trait under
Appendix A: Stat Blocks). A LAST FIRST WATCH
Once the PCs ’ activities die down, Nal might tell Gryst to First watch begins as the rest of the caravan members head
assign watch. If no PCs are serving as official guards for to their tents. Without moonlight during the winter storm,
the caravan, they might be drafted into service given the it is fully dark. Open flame sources, such as torches, might
low visibility, paired up with various NPC guards. blow around and light only erratically in the wind. And
Gryst assigns watches in pairs, taking the prized spot as with the blowing snow, the area is lightly obscured even
part of the first watch himself and assigning part of the for those with darkvision.
second watch to Yeana, his second-in-command. He then Gryst and the PC might have a bit of conversation, if
abruptly leaves the PCs to figure out their own appropriate, but eventually Gryst suggests they spread out.
assignments, including who will pair up with Gryst and If they stay within 60ft, they should be able to see the full
Yeana on the first and second watch. camp and keep in visual range of each other.
As the PC begins to serve watch, have the PC roll a
KEYED MAP: CAMPSITE Wisdom (Perception) check, likely with disadvantage on
the roll due to the weather or perhaps feeling the effects of
exhaustion. Depending on the roll, the PC may see more or
C1 less detail, but at least sees what appears to be a pale face
staring out from the woods. Located near the PC is a
bright, fresh carving in the bark of one of the trees that
captures a visage of Gryst. If called over to investigate,
Gryst might shrug it off, claiming that often times the kids
C4 in the caravan end up longing for the adventurous life and
C3 looking up to him. Figuratively speaking, of course.
C2 Gryst then offers to take a lap around the camp. If
appropriate, he might suggest that the PC stay near the
campfire – perhaps the PC has poor darkvision, still needs
to warm up, or is clearly jumping at shadows given their
reaction to the carvings in trees. As he leaves, Gryst may
also grumble about always getting stuck with
underqualified help.
Immediately have the PC perform a DC13 Wisdom saving Ad Download to read ad-free
C1. S TRANGE VISAGES throw, saving against the lynxal’s Emotional Suppression:
Any walk near the tree line reveals a handful of fairly old • On a failed save, the PC realizes that the snow is kind of serene
but still detailed carvings in the bark of trees surrounding it its own way. The PC finds themself surprisingly calm, perhaps
the camp. These carvings seem to be profiles – various thinking that this is the sort of experien ce they’ll look back on
fondly once they all reach their destination. The PC doesn’t
2
Gryst’s weapons may be helpful to the PCs, as they may
realize the BBEGs are vulnerable to bludgeoning damage.
KEYED MAP: HILLTOP scouting for tracks near the wolves may substitute their
most recent active Wisdom (Perception) check. Those PCs
who are not surprised may hear something moving in the
shadows, but are unable to see the wolves until they attack
from where they lie hidden on their first turn.
H4
the bare rock covering the small hilltop. The last set of Pack Tactics. The wolf has advantage on attack rolls against a
tracks led up onto the rocky outcropping: Perhaps if the creature if at least one of the wolf’s allies is within 5 feet of the
PCs were to search the surrounding snowbanks they may creature and the ally isn’t incapacitated.
find where the tracks pick up again. However, the copse of
mountain fir is thick around the hilltop, casting a dark
gloom to the understory. Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. Hit: 5
(2d4) piercing damage. If the target is a creature, it must succeed
H2. LAME D W OLVES
on a DC11 Strength saving throw or be knocked prone.
Two wolves, previously injured, lie in wait for the first PC
to come within their limited bounding range. See also
Tactics.
H3. S MALL S WARM OF I CE SPRITES TACTICS
Following the same trail as the PCs, a swarm of ice sprites The pair of wolves will attempt an ambush, waiting until a
hunt for their escaped prey. They find the PCs only after PC comes within their limited movement range. As pack
the PCs finish off the lamed wolves. After the encounter members, they attempt to coordinate their attacks, taking
with the wolves is complete, the ice sprites wait in ambush full advantage of their pack tactics. Both have already
for the first unsuspecting PC to come within range (See taken damage (as already built into the stat block, above),
also Skirmish with the Swarm). with one favoring a leg that seems to drag behind it and
the other with one eye appearing frost-covered and
H4. P AT H O F T HE F LEEING I CE S PRITES
opaque (though the other eye remains functional).
Following the Skirmish with the Swarms, below, the PCs Because they are injured, slowed, and feel cornered by
see at least a few ice sprites flee to the northwest, the PCs who seem to have been stalking them, the lamed
disappearing into the canyon wall just at the edge of their wolves feel they have no other option left: They will fight
perception. to the death without attempting to flee.
For lower APL parties or less experienced players, the
Roll a Dexterity (Stealth) check (+4) for each wolf, lynxal will not use its Emotional Suppression action, as
averaging the result.3 As the PCs start searching for where these natural beasts might not present a significant threat.
the tracks pick back up again, the first PC who comes close Instead, it will spend its turns growling and tentatively
enough triggers the wolves’ atta ck. swiping at the heels of one of the wolves, providing the
Roll initiative, including for each wolf and the lynxal if it Help action to one of the PCs.
accompanied the PCs. All creatures whose passive Wisdom For higher APL parties and at the DM’s discretion, the
(Perception) does not beat the lamed wolves’ average Lynxal might spend its first action using its Emotional
Stealth rolls – including the lynxal (passive perception 14) Suppression ability. Though requiring no verbal, somatic,
are surprised for the first round of combat (See PH Chapter or otherwise obvious indication to the PCs, the lynxal will
9: The Order of Combat; Surprise). Any PCs recently target the wolves and any other creatures within 30 feet of
3
For APL 3 or higher, the two wolves might be substituted for a or more, a lone, lamed winter wolf (CR3) may be more appropriate,
lone, lamed dire wolf (CR1), modified b y decreasing its movement following the same modifications (See also Monster Manual:
by 15 feet and removing the base-modifier for both its HP and Appendix A, for base stat blocks for these alternatives ).
damage (e.g., 2d6 piercing damage, rather than 2d6 + 3). For APL 5
TACTICS
If the opportunity presents itself before the party is fully
alerted to its presence, the small swarm of ice sprites will
attack. If the swarm attacks, they speak to their victims,
but this is little more than disturbing, gruesome whispers
heard only by their immediate victim. These are at the
DM’s discretion, but included below are a couple rhymes to
signal the stakes for the PCs and tie in the carved visages:
4
For APL 3 or higher, consider substituting a regular swarm of ice small swarm fight to the death, leaving only a few remaining
sprites for the Small Swarm, as found in Appendix A, or have the sprites that flee towards their lair, as noted under Rewards, below.
REWARDS
If the PCs are fortunate enough to kill the ice sprites before
they can flee, they receive 200XP, divided between them. If Have all PCs who have not previously saved against the Ad Download to read ad-free
they are sufficiently depleted of resources, this may serve lynxal’s Emotional Suppression make a DC 13 Wisdom
as the final combat, without making reference to their lair saving throw, or else find themselves calmly accepting the
or the Feywild (See also Conclusion). If PCs still have inevitable bleakness of this cold, dark night. That said,
sufficient resources – perhaps needing only to recover either by being shaken by a fellow PC or simply coming
some hit points (hp) – they notice a few remaining ice back to their senses after an indeterminate length of time,
sprites flee from the larger swarm as it dies, heading the charm effect is easily removed from the affected PCs.
towards their lair, as described above. Even if all PCs have previously saved, they feel the wave
of dampened emotions pass over them. If they haven’t
already, the PC with the highest passive insight might
realize that the lynx-like creature seems to be causing this
calming effect. Perhaps with a prompted Intelligent
(Nature) or Wisdom (Insight or Survival) check, a PC may
at least suspect that the effect is an innate fear response on
behalf of the lynx al – i.e., each time it has experienced fear
or a significant danger this evening, it also attempted to
suppress the emotions of any creatures in its vicinity.
At the very least, the lynxal doesn’t appear to have
wished the caravan members any harm. The lynxal
Whether during c ombat or as the ice sprites flee, it takes understands Common and Sylvan and it will comply and
an active Wisdom (Perception) check to see that the even appear remorseful for any trouble it has caused
translucent, shimmering figures are each roughly fist- before quickly scampering bac k to its hiding place.
sized and they seemed to roil and roll over one another as
they skim across the snow. They seemed to disappear into
the side of the canyon, though no tracks are left in their A CHILLING CELLAR
wake. Any PC attacked by the sprites may have the As the PCs enter the cave, those with darkvision or a
uncanny impression that one of them had a face that suitable light source find that the inside immediately
looked a little like Gryst ’s. opens up into an immense cavern.
10
I5
I6
I5
I4
I3
I3
I4 I2
I1
11
***
Tasty forces within, let loose your storm;
Remake you in our image, we will, a chill and frigid form.
***
5
For APL 2, consider adding a second small swarm of ice sprites. For APL 4 - 6, consider adding one or two small swarms of ice
For APL 3 or higher, the small swarm of ice sprites can be sprites in addition to the regular swarm, or a second regular
substituted for a single, regular swarm of ice sprites. swarm.
12
REWARDS
If the PCs defeat the swarm(s) of ice sprites, they receive
200XP for any small swarm of ice sprites and 700XP for
Get instantany
answers
regular swarm of ice sprites, divided between them.
There is nothing left to harvest from the ice sprites. As
individual members of the swarm died, and eventually as
the creature itself is destroyed, the tiny bodies seemed to
dissipate, steaming off weapons like sublimating ice,
leaving no identifiable traces behind other than a few
pieces of gossamer-thin, discarded cloth.
Exploring the remainder of the cavern, the PCs might Regardless of how the PCs realize the time distortion,
easily find two old and broken chests and a couple dozen they may find it unnerving. If appropriate, with an
bodies, mostly commoners and caravan guards (See also Intelligence (Arcana, History, or Nature) or Wisdom
Keyed Map: Icy Lair, for detailed rewards found in each of (Survival) check, a PC might have heard about such time
these locations). warps occurring when crossing between the material plane
and the Feywild. They may suspect that the cavern
entrance was merely a thin veil between the planes. At any
THE LADY OF THE HOUSE rate, the collapse of the entrance seems to have sealed off
As the PCs finish gathering their rewards, they hear an this side from any immediate threats, perhaps somehow
echoing tapping sound slowly growing louder. Whether the strengthening the veil for a time. At the very least, as the
PCs investigate or attempt to flee, read or paraphrase the sun breaks momentarily from behind the clouds, their
following: actions have clearly had the impact on the weather.
NEARLY DEPARTED
13
this morning, they intend to get as much distance as Alternatively, for a more general closing, read or
possible between themselves and this skit copse. paraphrase the following:
If any PCs who recall their time in the Feywild wish to
relate their tale, Joselyn shows a keen interest and might
fill the PCs in on some additional lore about the fey and the
strange time-altering and memory effects that can occur
when passing between the Feywild and the material plane.
Upon seeing Sha’vre, all sense of calm leaves Kar’lai as
she eagerly runs up to check on her sister and to thank the
PCs. Nal excuses himself to get the wagons underway, and
Joselyn joins Kar’lai in the back of one of the wagons as
she begins fretting over and trying to warm up the still
unconscious Sha’vre. At the DM’s discretion, this may be a
good opportunity to seed the next adventure with a story-
hook based on Sha’vre’s necklace and the note that fell out.
A RENEWED CALM
If a particular player took a shine to the lynxal, read or
paraphrase the following text as a means of providing a
final closing:
14
15
SWARM OF ICE SPRITES Brutal Damage. The sprites savagery extends to their
fighting style, foregoing weapons for their sickle-shaped
Ice sprites resemble a typical sprite – even one of the snow
claws. As the claws sink in, they leave no mark, merely
fairies or “frosts” of lore – only in appearance. They may
seeming to consume all warmth and life from their
be a familial offshoot that has turned feral in the more
victims. And in a perversion of their summer cousins,
brutal Feywild Winter. However, most scholars believe
rather than the sprites knowing the emotional states of
they are nothing more than a simulacrum, having no real
those they touch, a victim of an ice sprite is said to hear the
life of their own but created by hags or evil fey merely to
sprites’ cruel intentions as the victim’s lifeblood is drained
advance the destructive, wild forces of Winter.
of all warmth.
Frigid Defense. Rather than armor, ice sprites wear only a
Comfort in Numbers. These tiny, cruel fey are rarely seen
few wisps of clothing. They are indifferent to the cold and
alone. Whether due to their natural camouflage or their
have naturally ice-hardened skin. And while they lack the
unprincipled disposition, they prefer to ambush
invisibility of their summer cousins, they rely heavily on
unsuspecting prey, fleeing at the first sign of aggression.
an uncanny stealth within the fierce winter weather of
However, they remain formidable in even a small swarm.
their natural habitat.
In larger swarms, their innate magical resistance is
accumulative, making them even more difficult to
disperse, much less dispatch.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 6 (-2) 13 (+1) 10 (+0) 6 (-2) 16 (+3) 11 (+0) 6 (-2) 13 (+1) 10 (+0)
16
17