TEXT: EVERMELT  
  EVERMELT  
  ICEWIND DALE: RIME 
  ICEWIND DALE: RIME of the
  of the FROSTMAIDEN
   FROSTMAIDEN
  Adventure for Icewind Dale: Rime of the Frostmaiden 
  Adventure for Icewind Dale: Rime of the Frostmaiden 
  Chapter 2: Icewind Dale
  Chapter 2: Icewind Dale
  
  Credits
  Writing & Layout: Daniel Kahn
  Cover Art: Nicole Mastrodomenico @nikodomeniko
  Dragon Interior Art: Dr. Mapzo
  Cartography: onedaygm
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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 Dungeon Masters Guild.
  All other original material in this work is copyright 2021 by Daniel Kahn and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  EVERMELT
  ICEWIND DALE: RIME of the FROSTMAIDEN
  
  3
   INTRODUCTION  |
   INTRODUCTION  |
  Introduction
  a
  t the base of the reghed glacier lies a 
  site sacred to the tribal people of Icewind Dale. 
  Evermelt is an oasis of warmth surrounded by 
  frozen tundra. Many years have passed since 
  the Tribe of the Elk was last able to access this 
  special place. Since the start of the Everlasting Rime, 
  Evermelt has been haunted by the ghosts of the past. Can 
  the heroes reclaim Evermelt or will they join the ranks of 
  the frozen dead?
  What’s This All About?
  As the party is heading to the Reghed Glacier and 
  the Caves of Hunger in Icewind Dale: Rime of the 
  Frostmaiden (pg. 215), the party is approached by 
  members of the Tribe of the Elk. The book offers the 
  explanation that Mjenir, the shaman of the Elk Tribe, 
  experienced a vision of the party, allowing them to meet 
  up. This supplement offers an adventure that grants the 
  party a closer relationship with the Elk Tribe so that 
  when the time comes for the party to head to the Reghed 
  Glacier, the Elk Tribe's appearance feels less random 
  and more like a debt repaid or a friendship earned.
  This supplement provides an exciting mini-dungeon 
  where the party can form a bond with the Tribe of the 
  Elk and explore an iconic location in Icewind Dale, 
  Evermelt. This adventure is meant to be playable at 
  levels 5–7. Scaling suggestions for level 5–6 parties are 
  included at the end of this document.
  Legacy of the Crystal Shard
  Evermelt appears in the adventure Legacy of the Crystal 
  Shard. This supplement assumes that your party has 
  not played Legacy of the Crystal and assumes that 
  the skeleton of the dragon Icingdeath remains inside 
  Evermelt. If you are planning to run Legacy of the 
  Crystal Shard, your party will likely be much lower 
  level (2–3) than this adventure is intended for. You can 
  use this supplement and associated map files to run 
  the Evermelt encounter, substituting in the monsters 
  outlined in Legacy of the Crystal Shard and scaling DCs 
  and damage as described at the end of this supplement 
  (see 'Adjustments for Legacy').
  Adventure Summary
  The party seeks out the Elk Tribe for aid in their quest to 
  end the Everlasting Rime. The shaman of the Elk Tribe 
  explains that they want to reclaim a sacred site called 
  Evermelt to use as a sanctuary during the unending 
  winter. The Elk Tribe sends a warrior named Hengar 
  to accompany the party on their mission to determine 
  if Evermelt is safe and, if not, to eliminate threats that 
  remain. 
  At Evermelt, the party encounters undead remnants 
  of the Bear Tribe that previously held Evermelt. 
  After destroying the undead, an unexpected current 
  sweeps up Hengar, sending him into the cave system 
  beneath Evermelt. The party must skillfully navigate a 
  dangerous waterfall to rescue Hengar. At the bottom 
  of the waterfall, the party can continue exploring the 
  cave system and discovers the bones of the long-dead 
  dragon Icingdeath. At that moment, frost druids of Auril 
  begin an unholy spell to raise Icingdeath from the grave. 
  The party must defeat the frost druids quickly before 
  Icingdeath becomes too powerful. Once Icingdeath and 
  the druids are defeated, the party can make their way out 
  a secret exit and return to the surface.
  Adventure Hooks
  You can use any of the following adventure hooks to 
  entice the party to explore Evermelt. Duvessa Shane 
  (speaker of Bryn Shander), Atenas Swift (ranger who 
  runs Frozenfar Expeditions in Caer Konig), or another 
  NPC can provide directions to the Elk Tribe Camp.
  Dragon Bone Stew (Chapter 2)
  Dannika Graysteel asks the characters to bring her some 
  white dragon bones as a quest hook for Wyrmdoom 
  Crag (pg 104). You can have her offer Evermelt as an 
  alternative location to find dragon bones as she heard 
  stories about a mighty Elk Tribe king who slew a dragon 
  named Icingdeath a hundred years ago.
  Location of the Codicil (End of Chapter 4)
  Instead of having Vellynne Harpell tell the party where 
  to find the Codicil of White, you can have her instead 
  suggest that the party seek out members of the Reghed 
  Tribe (specifically the Tribe of the Elk), who have 
  intimate knowledge about the land. In this scenario, 
  you can have Mjenir consult the spirits of the land to 
  divine the location of the Codicil of White in exchange 
  for the party's assistance in reclaiming Evermelt. Mjenir 
  describes the book as being held in a frost giant fortress 
  on a mist-shrouded island in the Sea of Moving Ice. 
  Calling in Backup (Beginning of Chapter 5)
  When the party is ready to travel to the Island of Solstice 
  to recover the Codicil of White, an NPC that they are 
  traveling with, such as Vellynne Harpell, can recommend 
  that the party make arrangements for their trek across 
  the tundra to the Reghed Glacier. The NPC can point out 
  that after the party steals the Codicil, the Frostmaiden's 
  servants will likely pursue them. The Tribe of the Elk 
  has been known to be friendly towards Ten-Towners and 
  may be able to help the party travel safely to the glacier. 
  Friends of Endurance (Chapter 5)
  During the Frostmaiden's Test of Endurance (pg. 209), 
  the Tribe of the Elk can describe the history of Evermelt 
  and invite the party to meet up with them once they 
  escape from Grimskalle. In this scenario, the conclusion 
  of the Test of Endurance ends 5 miles west of Evermelt, 
  where the Elk Tribe suggests the party meets with them 
  at their new camp. 
  Frozen Solid (End of Chapter 5)
  At the end of Chapter 5, some of the party may receive 
  Auril's Blessing (pg. 213). Unfortunate characters 
  that fail the DC 21 Constitution saving throw become 
  petrified as an ice statue. At your discretion, the waters 
  of Evermelt can end this type of petrification. An NPC 
  they are traveling with, such as Vellynne Harpell, may 
  have heard rumors of Evermelt and may suggest that the 
  party seek out the Tribe of the Elk to find its location.
  Running the Villains
  The villains of this adventure are the frost druids, 
  who stalk the party from the shadows until they reach 
  Icingdeath's Lair. The frost druids wish to spread fear 
  and awe of the Frostmaiden's power, and are therefore 
  not inclined to ambush the party. Instead, the frost 
  druids want the party to witness the reanimation of 
  Icingdeath and experience the might of the Frostmaiden 
  first hand.
  
  4  |  RUNNING THE ADVENTURE
   |  RUNNING THE ADVENTURE
  Running the Adventure
  The following sections describe the events that occur 
  on this adventure. The adventure begins as the party 
  reaches the Elk Tribe Camp. A typical Reghed Tribe 
  camp is described on pages 152–153 of Icewind Dale: 
  Rime of the Frostmaiden. You can use the additional 
  details in this section to flesh out the party’s experience 
  at the camp.
  The Tribe of the Elk
  When the party arrives at the Elk Tribe Camp, they are 
  called in to a meeting at Jarund's tent. You can read:
  You are escorted to the inner circle of tents made of layered 
  bark and animal hides. A tent flap opens briefly at the 
  largest tent and as you are beckoned inside. Inside the tent, 
  three large men turn to you with hardened expressions. 
  The three men are Jarund, Hengar, and Mjenir 
  (described below in 'Notable Elk Tribe Members'). 
  The three introduce themselves to the party and ask 
  for the party to share their tale. If the party explains 
  that they are working to end the Everlasting Rime or 
  are in opposition to the Frostmaiden, the three men's 
  disposition changes from skeptical to respectful. After 
  introductions are made, Mjenir explains the plight. 
  "There is a site that is most sacred to our people called 
  Evermelt. It is the location of a natural hot spring, an oasis 
  for the Reghed Tribes during the cold of winter. After the 
  Everlasting Rime took hold, the Bear Tribe claimed Evermelt 
  for themselves and slaughtered anyone who dared enter. 
  Our people suffer greatly, but we cannot risk bringing the 
  entire tribe to Evermelt if there is danger there. Help us 
  reclaim Evermelt, and you will help ensure the survival of 
  our people during these trying times."
  In exchange for the party's help, the Elk Tribe can 
  provide the following:
  • The Elk Tribe will send warriors to escort the party 
  across the tundra after they claim the Codicil of White 
  from Solstice as servants of the Frostmaiden are likely 
  to pursue them.
  • Mjenir can craft a magical item called a hallowstone 
  from the bones of a dragon. The hallowstone can be 
  used to cast the hallow spell, preventing followers of 
  Auril from chasing after the party into the glacier after 
  they claim the Codicil of White. A scenario involving 
  the use of this hallowstone is described in the 'Caves 
  of Hunger' DM's resource guide by Eventyr Games. 
  The dragon Icingdeath was killed by the former 
  chieftain of the Elk tribe Wulfgar a century ago and its 
  bones still remain in its lair at Evermelt. 
  When the party agrees to help the Tribe of the Elk, 
  Hengar volunteers to escort the party to Evermelt.
  Notable Elk Tribe Members
  The Tribe of the Elk consists of the following important 
  NPCs:
  • Jarund Elkhart. Human male, age 46, deeply tanned 
  skin and auburn hair. King of the Elk Tribe who looks 
  far older than his true age and thus referred to as 
  Jarund the Elder.
  • Hengar Aesnvaard. Human male, age mid-20s, 
  blonde hair, muscular build, and blue eyes. Hengar is 
  a powerful warrior, but has a romanticized view about 
  building communal ties with the Ten-Towners. Hengar 
  is optimistic with a wild spirit.
  • Mjenir Tormhaalt. Human male, age 50, icy blue eyes 
  and platinum blonde hair. Shaman of the Elk Tribe 
  who has a rudimentary grasp of druidic magic, but a 
  deep understanding of the nature of the tundra.
  Trading with the Tribe
  The Tribe of the Elk occasionally does business with 
  Ten-Towns and is willing to accept gold payment, though 
  they much prefer to trade goods. The following goods 
  can be purchased from or traded for at twice their 
  normal prices due to scarcity in the tundra: rations, cold 
  weather clothing, crampons, snowshoes, dogsleds, sled 
  dogs (wolf), and 1d4 potions of healing.
  What the Tribe Knows
  At your discretion, the Elk Tribe can provide directions 
  to the following locations throughout Icewind Dale: 
  Angajuk's Bell (pg. 114), Dark Duchess (pg. 127), 
  Evermelt, Jarlmoot (pg. 137), Karkolohk (pg. 140), 
  Lost Spire of Netheril (pg. 145), Revel's End (pg. 154), 
  Skytower Shelter (pg. 161), and Wyrmdoom Crag (pg. 
  166). As suggested in the adventure hooks, you can have 
  Mjenir divine the location of the Codicil of White, rather 
  than having Vellynne Harpell tell the party its location. 
  Evermelt
  Hengar is intimately familiar with the tundra. While the 
  party travels with him, they move at twice their normal 
  speed. Additionally, while traveling with Hengar, you can 
  skip or re-roll encounters with hostile creatures if you 
  are rolling for Random Wilderness Encounters. 
  If the party is coming from Solstice, you can have a 
  group of frost druids pursue them all the way from the 
  island. Alternatively, the druids receive a vision from 
  Auril or happen to notice the party and pursue them as 
  tundra beasts so as not to arouse suspicion and make 
  use of pass without trace to make themselves more 
  difficult to spot. A creature that succeeds on a DC 21 
  Wisdom (Perception) check during travel may spot a 
  druid in the form of a fox, owl, or hare, but the beast 
  retreats and hides upon being spotted.
  Evermelt consists of a large pool supplied with water 
  by geothermal vents. The water flows downhill through a 
  tunnel in the glacier. The tunnel opens into a large cave 
  where a waterfall tumbles into another pool that drains 
  to the aquifer beneath Evermelt. The large cave was once 
  home to the white dragon Ingeloakastimizilian, known 
  as Icingdeath by the Reghed Tribesfolk. A Reghed hero 
  named Wulfgar slew the dragon in its lair 100 years ago, 
  taking the horns as a trophy, but leaving the rest of the 
  dragon behind. 
  Location of Evermelt
  In Legacy of the Crystal Shard, Evermelt is located 20 miles 
  north of Kelvin's Cairn and 10 miles to the east at the foot of 
  the Reghed Glacier. Using the map on page 113 of Icewind 
  Dale: Rime of the Frostmaiden, these coordinates lead to a 
  location that is still 20-30 miles west of the Reghed Glacier. 
  Because of this inconsistency, you can decide to put Evermelt 
  at any location along the Reghed Glacier north of the Spine of 
  the World mountains.
  
  5
   RUNNING THE ADVENTURE  |
   RUNNING THE ADVENTURE  |
  E1. Reghed Camp
  When the party approaches Evermelt, you can read:
  Glacial walls rise on either side of a steaming pool of water 
  atop an earthen hill, dampening the harsh winds. Snow 
  cover grows thinner with every step. Large tents made of 
  animal furs stand around the pool. Humanoid figures move 
  between the tents casting an eerie blue light.
  The Bear Tribe was the last tribe to hold Evermelt 
  during the early days of the Everlasting Rime. Out of 
  desperation for food, the tribe eventually resorted to 
  cannibalism and self-destructed. The Frostmaiden 
  was intrigued by the ones who survived the longest 
  (both adults and children) and turned them into her 
  undead servants when they finally expired. The tribe 
  is now three coldlight walkers and four coldlight 
  children. Upon approaching the camp, a successful DC 
  15 Wisdom (Perception) check correctly identifies the 
  number of occupants at the camp. On a failed check, the 
  character underestimates the walkers by half.
  The party must succeed on a group DC 10 Dexterity 
  (Stealth) approach the camp undetected. Characters 
  proficient in the Survival skill have advantage on the 
  check. If the check fails, two coldlight walkers and two 
  coldlight children notice and attack the party. If the 
  check fails by more than 5, one additional coldlight 
  walker and two additional coldlight children are alerted. 
  Once the battle begins, the remainder of the coldlights 
  join the fray on the second round of combat. 
  When combat breaks out, roll initiative for two 
  chwingas and a steam mephit as well, described in 
  'Complication' below.
  Managing Hengar
  The battle with the coldlights is meant to be challenging. 
  Fortunately, the party has Hengar as an ally. If you don't want 
  to manage Hengar during the fight, you can allow the players 
  to control him. Alternatively, you can have Hengar single 
  out one of the coldlight walkers saying, "This one is mine. 
  TEMPUS!" You can assume that Hengar and the coldlight 
  walker fight one on one for the duration of the fight with 
  Hengar emerging victorious with 60 hp remaining.  
  Complication. Two chwingas live in the Sacred 
  Pool, and hide when the characters approach. The 
  chwingas can be spotted with a successful DC 17 
  Wisdom (Perception) check. When combat begins, a 
  steam mephit emerges from the sacred pool and moves 
  to attack the chwingas, who flee towards the party. If 
  the characters defeat the steam mephit, any surviving 
  chwingas will aid the party during combat, casting of 
  either guidance or resistance cantrips. If the party saves 
  both chwingas, they will impart a magical gift (pg. 283) 
  upon any character that attacked the steam mephit.
  E3
  E3
  E1
  E1
  Evermelt
  Evermelt
  E2
  E2
  C
  
  6  |  RUNNING THE ADVENTURE
   |  RUNNING THE ADVENTURE
  E2. Sacred Pool
  When the characters examine the pool, you can read:
  Steam rises gently from the calm turquoise water of this 
  pool. Water exits the pool at an opening in the glacier wall.
  The pool is heated by geothermal vents and creatures 
  that enter do not suffer the effects of Frigid Water (pg. 
  11). At your discretion, creatures do not benefit from 
  cold weather gear that is wet and may need to dry their 
  clothing before leaving Evermelt. While the sacred pool 
  appears to be calm, creatures that move within 15 feet 
  of the chute opening (area marked with a 'C' on the map) 
  become pulled in by strong currents just beneath the 
  water's surface. Hengar cautions the party about this 
  fact, but assures them that remaining near shore is safe.
  While the party was distracted in combat, one of the 
  frost druids slipped into the pool under the effects of a 
  pass without trace spell and used its wildshape to turn 
  into a giant octopus. It tries to pull the first creature to 
  enter the water (likely Hengar) into the chute and tunnel. 
  Due to its underwater camouflage feature, the octopus is 
  nearly impossible to see, requiring a successful DC 30 
  Wisdom (Perception) check to spot.
  Development. After the party takes a moment (or a 
  short rest) to recover from the battle with the coldlights, 
  Hengar proposes a swim. You can read the following:
  "Friends of the Elk Tribe, come join me and rest your weary 
  muscles in the water. Let us celebrate our great victory 
  before Tempus!" shouts Hengar as he strips off his outer 
  furs and cannon-ball jumps into the pool. After a few 
  moments Hengar emerges from the water 40 feet further 
  from shore struggling to swim. A moment later he is pulled 
  underwater again near the wall of the glacier after emitting a 
  gurgling cry for help. 
  Hengar is sent hurtling down the Chute and Tunnel, 
  grappled and restrained by the frost druid. 
  E3. Chute and Tunnel
  A creature can resist the pull of the current at the 
  opening of the chute with a DC 15 Strength (Athletics) 
  check. Creatures with a swim speed have advantage 
  on the check. A creature that fails the check is swept 
  into the 60-foot long tunnel that leads to the Waterfall 
  Cavern in an uncontrolled descent. Creatures moving in 
  an uncontrolled descent must make the following saving 
  throws:
  • A successful DC 14 Dexterity saving throw to avoid 
  crashing into the walls and sharp icicles, taking 1d6 
  bludgeoning damage and 1d6 piercing damage on a 
  failed save.
  • A successful DC 14 Constitution saving throw to 
  avoid the shock of breathing in the cold air after being 
  submerged, taking 2d6 cold damage on a failed save.
  After these two saving throws are made, the creature 
  finds itself rapidly approaching the Waterfall Cavern.
  E4. Waterfall Cavern
  The chute ends in a large cavern where a waterfall 
  tumbles into an underground pool. When a character 
  enters this area, you can read the following:
  The chute begins to widen and a large cavern opens up 
  ahead. The tunnel appears to end in a cascading waterfall 
  that crashes into a pool filled with jagged icicles thirty feet 
  below. A large pillar of ice extends from floor to ceiling some 
  fifteen feet beyond the top of the waterfall.
  When a creature reaches the end of the chute and 
  tunnel, it is faced with a quick decision to avoid tumbling 
  over the waterfall. Creatures have two options:
  • A successful DC 14 Strength saving throw to quickly 
  halt the descent before tumbling over the waterfall into 
  the Waterfall Cavern. A character that uses a piton or 
  ice pick makes the save with advantage. A character 
  that falls over the edge of the waterfall tumbles 30 feet 
  onto sharp icicles, taking 3d6 bludgeoning and 2d6 
  piercing damage. A creature that successfully stops 
  itself must repeat the saving throw each time another 
  creature runs into it after failing their saving throw.
  • As an alternative to stopping, a creature can instead 
  try to propel itself towards the large pillar of ice 
  just past the waterfall and use it to slide safely to 
  the ground. Doing so requires a DC 16 Strength 
  (Athletics) or Dexterity (Acrobatics) check. A character 
  that successfully accomplishes this can be awarded 
  inspiration at your discretion.
  Hengar. Hengar is unconscious (with 0 hit points, 
  stable, and with a point of exhaustion) on the cavern 
  floor having narrowly missed a large pointed icicle. A 
  character proficient in the Medicine skill can determine 
  his condition from a distance.
  E5N. Northern Tunnel
  If the party inspects the northern tunnel, you can read: 
  The ground is frozen slick in this narrow tunnel and spear-
  sharp icicles cling precariously to the ceiling. Further in, 
  frozen skeletons lie huddled together. Beyond, the tunnel 
  turns to the right.
  The skeletons are harmless deceased members of the 
  Bear Tribe who escaped Auril's reanimation. 
  Hallucinatory Terrain. After identifying the brown 
  mold hazard in the southern tunnel, the frost druids try 
  to steer the party away from the safe northern tunnel 
  by making the terrain look dangerous. The icy floor and 
  dangerous looking icicles are merely a hallucinatory 
  terrain spell cast by one of the druids. A DC 14 
  Intelligence (Investigation) check reveals the illusion.
  Treasure. One skeleton carries a horn of silent alarm.
  E5S.Southern Tunnel
  If the party inspects the southern tunnel, you can read:
  A small ledge leads to a natural tunnel where the ground is 
  soft and patched with areas of brown. Beyond, the tunnel 
  turns left.
  What appears to be brown dirt in the southern tunnel 
  is actually a patch of brown mold. Characters who 
  succeed on a DC 14 Intelligence (Nature) or Wisdom 
  (Survival) check recognize it for what it truly is. When a 
  creature enters the area marked 'B' on the map, it suffers 
  the effects of the brown mold, unless it was already 
  destroyed. 
  Brown Mold (Chapter 5, DMG)
  When a creature moves to within 5 feet of the mold for the 
  first time on a turn or starts its turn there, it must make a DC 
  12 Constitution saving throw, taking 22 (4d10) cold damage 
  on a failed save, or half as much damage on a successful one.
  Brown mold is immune to fire, and any source of fire 
  brought within 5 feet of a patch causes it to instantly expand 
  outward in the direction of the fire, covering a 10-foot-square 
  area (with the source of the fire at the center of that area). 
  A patch of brown mold exposed to an effect that deals cold 
  damage is instantly destroyed.
  
  7
   RUNNING THE ADVENTURE  |
   RUNNING THE ADVENTURE  |
  E4
  E4
  E5N
  E5N
  E5S
  E5S
  E6
  E6
  E3
  E3
  S
  B
  Evermelt Cave
  Evermelt Cave
  
  8  |  RUNNING THE ADVENTURE
   |  RUNNING THE ADVENTURE
  E6. Icingdeath’s Lair
  When the party approaches this area, you can read the 
  following:
  This massive chamber is dominated by the skeletal remains 
  of a large dragon encased in a thin layer of ice on the floor 
  of the cavern. A large icicle protrudes out of its broken 
  rib cage and its horns appear to be missing. The cavern's 
  domed ceiling peaks nearly a hundred feet above the floor.
  The bones belonged to the white dragon Icingdeath. 
  A band of frost druids loyal to the Frostmaiden have 
  followed the party to this location taking the form of 
  small critters that would otherwise go unnoticed under 
  the effect of a pass without trace spell. Their animal 
  forms can be noticed with a DC 21 Wisdom (Perception) 
  check, but they scatter to the shadows and hide if 
  noticed. Shortly after the party enters the cave, the frost 
  druids emerge from the shadows and begin a terrible 
  ritual. When this happens, you can read:
  From the shadows, small animals shift into cloaked human 
  forms. One calls out, "Auril, we are your humble servants. 
  Grant us the power to raise this great beast as your 
  champion so that all may dread to defy you." Their eyes glow 
  blue as energy shoots forth each of their hands towards the 
  bones.
  At this point, have the party and the three frost 
  druids roll for initiative. The frost druids start a divine 
  spell to raise Icingdeath as an undead servant of the 
  Frostmaiden. 
  • The druids begin combat concentrating on the spell 
  (the druids have +3 to Constitution saving throws). 
  • Icingdeath begins the fight dormant and with 0 hit 
  points.
  • If a druid is concentrating on the spell at the start of 
  their turn, add 10 hit points to Icingdeath. 
  • A druid can use an action on each of their turns to 
  maintain the spell or begin casting again if their 
  concentration was broken before the start of their turn. 
  Rather than channeling the spell, you can have one of 
  the druids cast a fog cloud spell to aid their comrades.
  • Icingdeath remains dormant until he has accumulated 
  a total of 100 hit points or all of the frost druids 
  have been defeated. (For example, if the frost druids 
  are defeated and only accumulated 80 hit points, 
  Icingdeath animates with 80/100 hit points upon their 
  defeat). For added challenge, you can have Icingdeath 
  use its lair actions before it becomes animated.
  For added flavor, on each of their turns, you can have 
  the druids recite a sentence from the tenants of Auril 
  that appeared in Legacy of the Crystal Shard. 
  • “Let in the cold, that it may chase away the false 
  security of warmth." 
  • "Embrace the cold, that you may feel her presence." 
  • "Spread the cold, that others may know and fear her 
  power."
  • "Do not kill creatures of the cold except in great need, 
  for she embraces them as her own." 
  • "Slay others as you will, for my chill breath spares 
  neither king nor beggar, and those who do not know 
  the dangers of the cold can still perish by it.” 
  Once Icingdeath animates, you can read:
  A sudden crackle sounds as the bones begin to shift. Ice 
  sprays across the room as the dragon’s corpse stands and a 
  blue glow flares in its eye sockets. 
  Icingdeath fights to the death alongside any remaining 
  frost druids. Icingdeath has access to the following lair 
  actions, which it can trigger on initiative count 20 (losing 
  initiative ties):
  • Freezing fog fills a 20-foot-radius sphere centered on 
  a point the dragon can see within 120 feet of it. The 
  fog spreads around corners, and its area is heavily 
  obscured. Each creature in the fog when it appears 
  must make a DC 10 Constitution saving throw, taking 
  10 (3d6) cold damage on a failed save, or half as much 
  damage on a successful one. A creature that ends its 
  turn in the fog takes 10 (3d6) cold damage. A wind of 
  at least 20 miles per hour disperses the fog. The fog 
  otherwise lasts until the dragon uses this lair action 
  again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to 
  three creatures underneath that the dragon can see 
  within 120 feet of it. The dragon makes one ranged 
  attack roll (+7 to hit) against each target. On a hit, the 
  target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid 
  surface it can see within 120 feet of it. The wall 
  can be up to 30 feet long, 30 feet high, and 1 foot 
  thick. When the wall appears, each creature within 
  its area is pushed 5 feet out of the wall’s space, 
  appearing on whichever side of the wall it wants. Each 
  10-foot section of the wall has AC 5, 30 hit points, 
  vulnerability to fire damage, and immunity to acid, 
  cold, necrotic, poison, and psychic damage. The wall 
  disappears when the dragon uses this lair action again 
  or when the dragon dies.
  Secret Tunnel. During the course of battle, 
  Icingdeath's wild attacks break off a chunk of the icy wall 
  revealing a secret passageway marked 'S' on the map. 
  The passage leads up and out of the cave 500 feet south 
  of the Sacred Pool. The exit of the passage is covered in 
  a thin layer of ice, making it impossible to detect from 
  the outside without knowing what to look for.
  Treasure. The druids each carry a druidic focus worth 
  50 gp in the shape of a snowflake (the symbol of the 
  Frostmaiden). Icingdeath's bones can be used by Mjenir 
  to craft a hallowstone or by Dannika Graysteel to craft 
  potions of resistance (cold).
  
  9
   RUNNING THE ADVENTURE  |
   RUNNING THE ADVENTURE  |
  Conclusion
  Once the party defeats Icingdeath and the frost druids, 
  Hengar suggests they salvage what they can of the 
  dragon's bones to bring back to Mjenir at the Elk Tribe 
  Camp. At the camp, Jarund agrees to support the party 
  in their quest to open the Reghed Glacier and end the 
  Everlasting Rime. If no characters have access to the 
  sending spell, you can have Mjenir provide the party with 
  one of his pair of sending stones so that they can meet 
  when the party is ready to head to the glacier. In addition, 
  Mjenir can craft a hallowstone that he can use as a last 
  resort to keep Auril's forces from following the party into 
  the glacier.
  Troubleshooting
  Coldlight Children. While Icewind Dale: Rime of the 
  Frostmaiden is advertised as a "horror" campaign, not 
  all groups enjoy horror and there are certainly different 
  tolerances for it. If you think your group will not respond 
  well to Auril turning children into undead creatures, you 
  can re-flavor the coldlight children as "lesser coldlight 
  walkers" and change their size to medium.
  Abandoning Hengar. The party should already be 
  motivated to explore the cave below Evermelt in order 
  to find the dragon bones to craft the hallowstone. 
  Hengar tumbling ahead into the cave system serves as 
  a secondary hook to get the party moving in the right 
  direction. If you think your party may not be motivated 
  by these two things, you can have another beloved NPC 
  tumble ahead instead of Hengar or you can have an 
  NPC suggest that some treasure may still remain in the 
  dragon's lair. Alternatively, you can have the frost druids 
  reveal themselves and go ahead of the party down into 
  the caves, potentially drawing the party into a chase. If 
  the party still does not follow, you can have Icingdeath 
  emerge and fight the party outside of the caves, 
  potentially alongside the druids!
  Climbing the Waterfall. After the party enters the 
  Waterfall Cavern there is further adventure to be had 
  in the caves below. If the party suggests climbing the 
  waterfall and swimming back to the surface, Hengar can 
  suggest that there must be another (less hazardous) way 
  out. If the party insists on climbing up the waterfall, it 
  requires a successful DC 20 Strength (Athletics) check. 
  On a failure, the creature falls taking 3d6 bludgeoning 
  and 2d6 piercing damage. Climbing the chute against 
  the current requires a DC 20 Strength (Athletics) 
  check if a character has crampons and an ice pick and 
  is impossible without those tools or the use of magic. 
  Characters attempting to follow behind on a rope must 
  succeed on the same checks with the DC reduced to 15. 
  Alternatively, if the party takes too long with this effort, 
  they may be interrupted by the chanting of the druids 
  who begin the ritual to raise Icingdeath!
  Magic Items
  Hallowstone
  Wondrous item, very rare (requires attunement)
  While holding this smooth, obsidian stone, you can 
  use an action to cast the spell hallow, with no material 
  components required. The spell lasts for as long as 
  you are within the area of its effect and maintain 
  concentration on it, or until it is dispelled. Once used, 
  this feature can’t be used again until seven days have 
  passed.
  Horn of Silent Alarm
  Wondrous item, common
  This horn has 4 charges. When you use an action to blow 
  it, one creature of your choice can hear the horn’s blare, 
  provided the creature is within 600 feet of the horn and 
  not deafened. No other creature hears sound coming 
  from the horn. The horn regains 1d4 expended charges 
  daily at dawn.
  Potion of Healing
  Potion, common
  A character who drinks the magical red fluid in this vial 
  regains 2d4 + 2 hit points. Drinking or administering a 
  potion takes an action. The potion’s red liquid glimmers 
  when agitated.
  Potion of Resistance (Cold)
  Potion, uncommon
  When you drink this potion, you gain resistance to cold 
  damage for 1 hour.
  Sending Stone
  Wondrous item, uncommon
  Sending Stones come in pairs, with each smooth 
  stone carved to match the other so the pairing is easily 
  recognized. While you touch one stone, you can use an 
  action to cast the sending spell from it. The target is the 
  bearer of the other stone. If no creature bears the other 
  stone, you know that fact as soon as you use the stone 
  and don't cast the spell. 
  Once sending is cast through the stones, they can't be 
  used again until the next dawn. If one of the stones in a 
  pair is destroyed, the other one becomes nonmagical. 
  
  1010  |  LEVEL 5-6 SCALING
   |  LEVEL 5-6 SCALING
  Monsters
  Level 5-6 Scaling
  This adventure can be run for groups of average party 
  levels 5–7. For a level 5 party, you can make three of the 
  following suggested adjustments. For a level 6 party, 
  make one of the following suggested adjustments. 
  Note that if most or all of your party has resistance 
  to cold damage, these scaling adjustments are likely 
  unnecessary.
  • Remove one coldlight walker and one coldlight child 
  from E1. Reghed Camp.
  • Hengar kills the frost druid that drags him down the 
  chute, leaving two remaining alive for the battle at E6. 
  Icingdeath's Lair. 
  • Allow any character proficient in the Nature skill to 
  identify the brown mold hazard.
  Adjustments for Legacy
  If you are running Legacy of the Crystal Shard, you 
  can use this supplement as an expansion to what is 
  presented in the campaign book. Because the adventure 
  will likely involve characters of average level 2–3, 
  in addition to changing the monsters outlined in the 
  campaign, here are a few other suggestions to change:
  E1. Reghed Camp
  • Substitute coldlight walkers for tribal warriors as 
  described in the campaign.
  • Lower Wisdom (Perception) check DC to 12.
  E3. Chute and Tunnel
  • Lower Strength (Athletics) check DC to 12.
  • Lower Dexterity saving throw DC to 12 and lower 
  damage to 1d4 bludgeoning and 1d4 piercing. 
  • Lower Constitution saving throw DC to DC 12 and 
  lower damage to 1d6 cold.
  E4. Waterfall Cavern
  • Lower Strength saving throw DC to 12 in order to 
  avoid falling. Remove the 2d6 piercing damage from 
  the fall.
  • Add Elk Tribe prisoners and Bear Tribe guards as 
  described in the campaign.
  E5N. Northern Tunnel
  • Remove skeletons.
  E5S. Southern Tunnel
  • Remove brown mold. 
  • Add a piercer to the ceiling.
  E6. Icingdeath's Lair
  • Remove frost druids.
  • Add Icingdeath and Ice Witch's Simulacrum as 
  described in the campaign.
  Hengar (Gladiator)
  Hengar (Gladiator)
  Medium humanoid (human), neutral good
  Armor Class 16 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5, Survival +5
  Senses passive Perception 11
  Languages Common
  Challenge 5 (1,800 XP)
  Brave. Hengar has advantage on saving throws against being 
  frightened.
  Brute. A melee weapon deals one extra die of its damage when 
  Hengar hits with it (included in the attack).
  Actions
  Multiattack. Hengar makes three melee attacks or two ranged 
  attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Reactions
  Parry. Hengar adds 3 to his AC against one melee attack that 
  would hit him. To do so, Hengar must see the attacker and be 
  wielding a melee weapon.
  
  1111
   LEVEL 5-6 SCALING  |
   LEVEL 5-6 SCALING  |
  Coldlight Walker
  Coldlight Walker
  Medium undead, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  8 (-1)
  Saving Throws Int +2, Wis +3
  Damage Immunities cold
  Condition Immunities blinded, charmed, exhaustion, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages --
  Challenge 5 (1,800 XP)
  Blinding Light. The walker sheds bright light in a 20-foot radius 
  and dim light for an additional 20 feet. As a bonus action, the 
  walker can target one creature in its bright light that it can see 
  and force it to succeed on a DC 14 Constitution saving throw or 
  be blinded until the start of the walker’s next turn.
  Icy Doom. Any creature killed by the walker freezes for 9 days, 
  during which time it can’t be thawed, harmed by fire, animated, or 
  raised from the dead.
  Unusual Nature. The walker doesn’t require air, food, drink, or 
  sleep.
  Actions
  Multiattack. The walker makes two attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.
  Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. 
  Hit: 25 (4d10 + 3) cold damage.
  Coldlight Child
  Coldlight Child
  Small undead, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 36 (8d6 + 8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  10 (+0) 
  12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1)
  Damage Immunities cold
  Condition Immunities blinded, charmed, exhaustion, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages --
  Challenge 2 (450 XP)
  Eerie Light. The walker sheds bright light in a 20-foot radius and 
  dim light for an additional 20 feet. 
  Icy Doom. Any creature killed by the walker freezes for 9 days, 
  during which time it can’t be thawed, harmed by fire, animated, or 
  raised from the dead.
  Unusual Nature. The walker doesn’t require air, food, drink, or 
  sleep.
  Actions
  Multiattack. The walker makes two attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 1) bludgeoning damage plus 7 (2d6) cold damage.
  Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. 
  Hit: 12 (2d10 + 1) cold damage.
  Giant Octopus (Wildshape)
  Giant Octopus (Wildshape)
  Large beast, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 52 (8d10 + 8)
  Speed 10 ft. swim 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
  9 (-1)
  Saving Throws Int +3, Wis +6
  Skills Nature +3, Perception +6, Stealth +6, Survival +6
  Senses darkvision 60 ft. passive Perception 16
  Languages --
  Challenge 1 (200 XP)
  Hold Breath. While out of water, the octopus can hold its breath 
  for 1 hour.
  Underwater Camouflage. The octopus has advantage on 
  Dexterity (Stealth) checks made while underwater.
  Water Breathing. The octopus can breathe only underwater.
  Actions
  Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, 
  it is grappled (escape DC 16). Until this grapple ends, the target 
  is restrained, and the octopus can't use its tentacles on another 
  target.
  Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius 
  cloud of ink extends all around the octopus if it is underwater. 
  The area is heavily obscured for 1 minute, although a significant 
  current can disperse the ink. After releasing the ink, the octopus 
  can use the Dash action as a bonus action.
  
  1212  |  LEVEL 5-6 SCALING
   |  LEVEL 5-6 SCALING
  Frost Druid
  Frost Druid
  Medium humanoid (human), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., 40 ft. (wolf form only) , burrow 5 ft. (fox form only), 
  climb 30 ft. (goat form only), fly 60 ft. (owl form only)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  9 (-1)
  Saving Throws Int +3, Wis +6
  Skills Nature +3, Perception +6, Survival +6
  Damage Resistances cold
  Senses darkvision 60 ft (beast form only). passive Perception 16
  Languages Common, Druidic
  Challenge 5 (1,800 XP)
  Spellcasting (Humanoid Form Only). The druid is a 9th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 
  14; +6 to hit with spell attacks). It has the following druid spells 
  prepared:
  Cantrips (at will): druidcraft, guidance, resistance
  1st level (4 slots): animal friendship, fog cloud, speak with animals
  2nd level (3 slots): animal messenger, moonbeam, pass without 
  trace
  3rd level (3 slots): conjure animals, sleet storm, wind wall
  4th level (3 slots): hallucinatory terrain, ice storm
  5th level (1 slot): awaken
  Actions
  Multiattack. The druid makes two melee attacks.
  Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5 
  (2d4) cold damage.
  Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Change Shape. The druid magically polymorphs into a beast 
  form—fox, mountain goat, owl, or wolf—or back into its 
  humanoid form. Any equipment it is wearing or carrying is 
  absorbed or borne by the beast form (the druid’s choice). It 
  reverts to its humanoid form when it dies. The druid’s statistics 
  are the same in each form, except where noted in this stat block.
  Icingdeath
  Icingdeath
  Large undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 100* (14d10 + 56) 
  Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  18 (+4) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Saving Throws Dex +3, Con +7, Wis +2, Cha +0
  Skills Perception +6, Stealth +3
  Damage Vulnerabilities bludgeoning
  Damage Immunities cold, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 120 ft. passive Perception 16
  Languages understands Common and Draconic but cannot speak
  Challenge 7 (2,900 XP)
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn't cost it extra movement.
  Unusual Nature. The dragon doesn’t require air, food, drink, or 
  sleep.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage plus 4 (1d8) necrotic damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Chilling Breath (Recharge 5–6). The dragon exhales an icy blast 
  in a 30-foot cone. Each creature in that area must make a DC 15 
  Constitution saving throw, taking 23 (5d8) cold damage and 23 
  (5d8) necrotic damage on a failed save, or half as much damage 
  on a successful one.
  
  A Dan Kahn 
  Compendium 
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, you can reach out 
  to Dan Kahn at leprekahn7@gmail.com. 
  More from Dan Kahn:
  Rime of the Frostmaiden - Towers of Magic (Ythryn)
  Rime of the Frostmaiden - Adventure Bundle
  Rime of the Frostmaiden - Revel's End Prison Break
  Tomb of Annihilation - Complete DM's Bundle
  Out of the Abyss - 'The Fall of Cyrog'
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Icewind Dale - Rime of the Frostmaiden/Chapter 2 - Evermelt.pdf