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  A Four-Hour Adventure for 5th through 10th-Level Characters
  Optimized for APL 7.
  A Plague of Ancients Adventure
  DDAL10-06
  Credits
  Credits
  Lead Designer: Travis Woodall
  Designer: Paul Gabat
  Editor: Ashley Michaela “Navigator” Lawson
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Jedd Chevrier, Scott Murphy, Livia Prima, 
  April Prime, David Sladek, Craig J. Spearing, Svetlin 
  Velinov, provided by Wizards of the Coast and used 
  with permission.
  Cartographer: Travis Woodall
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Brandy Camel, 
  Lea Helotis, Chris Lindsay, Chris Tulach
  D&D Adventurers League Administrators: Ma’at Crook, 
  Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg 
  Marks, Alan Patrick, Travis Woodall
  Playtesters: Emmanuel Bonilla-Acosta, James Bowen, 
  Katherine Cahill, Daniel Chapman, Gina Devlin, Travis 
  Fuller, Austin Haffke, Ross Hooper, Kerry Kaszak, Paul 
  Koehler, Ginny Loveday, Mike Mattson, Chris McGovern, 
  Stacy McGovern, Daniel Oliveira, Dave Rosser, James 
  Schweiss, Jia Jian Tin, Marcello Velazquez
  THE FALLEN STAR
  As the last vestiges of Feral-Tongue’s legacy echo across Icewind Dale, an ominous sign 
  makes itself known. A falling star far to the west heralds a new unknown. A goliath 
  hunting party returns to Wyrmdoom Crag, speaking of a strange creature. Perhaps it 
  may be the key to discovering the source of the mysterious light.
  Part Six of the Plague of Ancients Series of Adventures.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Adventure Primer
  Adventure Primer
  Perhaps in this universe, there exists a solitary, absolute truth. 
  Perhaps it clarifies every question. But that’s beyond the reach 
  of these short hands.
  —Yang Wenli, Legend of the Galactic Heroes
  This adventure is designed for three to seven 5th- to 10th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 7. Characters outside this 
  level range can’t participate in this adventure.
   This adventure mostly occurs within Icewind Dale, west 
  of Wyrmdoom Crag.
  Background
  The fallen star witnessed by the THUUNLAKALAGA 
  GOLIATHS isn’t what it appeared to be: it’s a NAUTILOID 
  piloted by gnomish CEREMORPHS that was chased into 
  one of Auril the Frostmaiden’s great blizzards and now lies 
  earthbound.
   To make matters worse, the neogi masters of the 
  DEATHSPIDER pursuing the nautiloid have arrived. 
  Slavers, the NEOGI have capitalized on the havoc sown by 
  the Everlasting Rime—capturing and enslaving whomever 
  they can find.
   However, one of the neogi’s captives has escaped: a GIFF 
  who may be able to formulate a plan just daring enough to 
  defeat the neogi and help the gnome ceremorphs escape!
  Overview
  The adventure’s story is spread over four parts and takes 
  approximately 4 hours to play:
  Call to Action: The Sign (15 mins). News of a strange 
  creature that might be related to the fallen star reaches 
  Old Goat and she asks the adventurers to investigate.
  Part 1: A Cold Meal (45 mins). The strange creature, 
  a giff, is currently being held in a cave within the 
  mountains. To rescue the giff, the adventurers need to 
  defeat the trolls first! This is Story Objective A.
  Part 2: There’s No “Me” in Hippopotam-“Us” (60 
  mins). The half-frozen giff, Lieutenant Prook, needs the 
  characters’ help to recover. This is Story Objective B.
  Part 3: Desperate Times, Desperate Measures (60 
  mins). Lieutenant Prook guides the characters to the 
  neogi deathspider—a magical flying ship—but they 
  encounter an awakened mammoth along the way. This is 
  Story Objective C.
  Part 4: The Er’lir Fezrrega’l (60 mins). Lieutenant Prook 
  and the adventurers arrive at the mountains where 
  the neogi deathspider, the Er’lir Fezrrega’l, is hidden. 
  However, the area is heavily guarded. There must be a 
  way to get close to it! This is Story Objective D.
  Story Awards
  At points in the adventure, this glyph along with 
  an entry describes how the specified story award 
  is earned or impacted by the story. Ignore it if 
  it refers to a story award none of the characters have. If 
  it refers to a story award the characters just earned, it 
  provides information for you and the players.
  Adventure Hooks
  If the characters haven’t played earlier adventures in 
  this series, players may be unsure how they came to 
  Wyrmdoom Crag or why Old Goat is seeking their help. 
  Players can pull from their characters’ existing backstories 
  or you can suggest the following scenarios to guide them:
   Seeking the Fallen Star. The character witnessed 
  a bright falling star in the sky and decided to follow it. 
  Looking for more clues, their journey brought them to the 
  Thuunlakalaga clan’s camp.
   Local Hero. Characters with the Folk Hero background 
  may be from the Ten-Towns or another settlement within 
  Icewind Dale, and were contacted by the goliaths of 
  Wyrmdoom Crag to help their dying clan.
   So You’re Finally Awake? A group of goliath hunters 
  found the character close to death after their caravan got 
  lost en route to Icewind Dale. The character was brought 
  to the Thuunlakalaga clan’s home at Wyrmdoom Crag to 
  recover. Now it’s time to repay their debt.
   Huntmaster. Some characters, particularly those with 
  the Outlander or Hermit background, may be working 
  to improve their hunting skills, and have sought out the 
  goliath clans in Icewind Dale. It’s time to learn from the 
  masters.
  Using Sidekicks
  This adventure includes sidekicks (handout 1). Sidekicks are 
  special NPCs controlled by the players.
  	 If	you	think	an	encounter	may	be	too	difficult	for	the	
  characters on their own (especially in groups of three or 
  fewer), consider including a sidekick or two. Be warned 
  however, in groups larger than that, sidekicks can slow down 
  combat or make encounters too easy. More information 
  about sidekicks can be found in Tasha’s Cauldron of Everything.
  
  3
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  DDAL10-06 The Fallen Star (v1.0)
  Call to Action: The Sign
  Call to Action: The Sign
  Estimated Duration: 15 minutes
  Wyrmdoom Crag
  Themes: Conflict, hopelessness, doubt.
  The characters are summoned to the main hall by Old 
  Goat, chieftain of the Thuunlakalaga clan. She wants to 
  brief everyone on what the goliaths have been through so 
  far, after one of their own, Feral-Tongue, was corrupted 
  by a material known as chardalyn and brought death and 
  famine to their doors.
  Character Introductions
  Allow each player a few minutes to introduce their 
  character, describe their appearance and mannerisms, 
  and the reason they came to the Dale. Encourage the 
  characters to develop bonds by asking them to describe one 
  positive interaction or event that occurred between their 
  character and another at the table. Character introductions 
  provide a solid foundation for roleplaying opportunities and 
  give you, the DM, hints as to which game elements will be 
  most attractive to your players.
   Award inspiration once everyone’s had a turn.
  Tensions Are High
  With their numbers dwindling, the absence of the sun’s 
  warmth, and the lack of food—Old Goat needs to come up 
  with a solution on how to keep the clan alive with as little 
  risk as possible.
   When the characters arrive at the main hall, Old Goat and 
  Nararhak Tree-Eye retell the whole Feral-Tongue incident 
  to the clan. Kaskur Spearsong on the other hand voices his 
  concerns about how Old Goat handled the incident poorly, 
  which cost some of the clan their lives. Kaskur is about to 
  propose that everybody must now focus on hunting for food 
  to survive, but is interrupted when one of the Thuunlakalaga 
  hunters returns. Read or paraphrase the following:
  A hunter enters the main hall to deliver a message while 
  catching their breath, “Strange creature! We found a 
  strange creature and it might be related to the fallen star!”
  Story Award:  
  Sing a Song of Vengeance
  If one or more characters have the Sing a Song 
  of Vengeance story award, Kaskur Spearsong’s 
  frustration about the clan’s situation increases. He 
  questions why Old Goat is still letting outsiders stay at their 
  camp, when they don’t even have the courage to avenge the 
  deaths of the innocents Feral-Tongue murdered. Now he 
  believes because of the character’s actions, or lack thereof, 
  the whole clan is doomed. He roars like an animal at the 
  character before storming out the main hall.
  The Story So Far
  If some characters haven’t played through the previous 
  Plague of Ancients adventures, you may wish to summarize 
  these key points:
  • Feral-Tongue, a druid formerly of the Thuunlakalaga clan, 
  fell	under	the	corrupting	influence	of	a	powerful	magic	staff	
  made of chardalyn.
  • Feral-Tongue	used	the	chardalyn	staff	to	empower	and	
  awaken an army of beasts, including the fearsome snowy 
  owlbear Frostclaw. These chardalyn-infused monsters 
  have spread death and destruction within and around 
  Wyrmdoom Crag.
  • With the help of Kaskur Spearsong and boons from local 
  chwingas, the adventurers managed to defeat Frostclaw and 
  Feral-Tongue.
  Creature Information
  Kaskur Spearsong is tired of this fallen star nonsense 
  and stalks out the main hall as soon as he hears what 
  the returning hunter has to say. Ogolai Orcsplitter (“Old 
  Goat”) on the other hand, although doubtful, sees this as an 
  opportunity to learn more about the fallen star and how it 
  can lead to their salvation.
   The goliath hunter who returned to the camp reveals 
  they saw a group of ice trolls capture a strange creature 
  with a hippopotamus-like head and odd clothes and 
  dragged it off to their cave. Other Thuunlakalaga hunters 
  have set camp near the cave entrance, waiting for Old 
  Goat’s decision as to whether it’s worth risking their lives 
  to save the strange being.
  Kaskur (KASS-kerr) Spearsong Thuunlakalaga
  Neutral goliath warrior
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack of game 
  in the area, and he resents Old Goat’s “poor leadership” for 
  a lack of solutions. He wields a longbow taller than most 
  humans and claims he once felled an elk from a half mile 
  away. He wears little in the way of clothing, even in the 
  driving wind—a feat that’s earned him the respect of his 
  fellow hunters.
  What They Want. Kaskur has grown tired of Old Goat’s 
  personal fears preventing an alliance with the goliaths 
  of Skytower Shelter. He views her as weak and her ideas 
  as outdated, especially when Kugan Windwhisper (Feral-
  Tongue)—who Kaskur views as even weaker than Old 
  Goat—is involved. He wants to usurp control of the clan 
  for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s 
  tongue; he’s terse and speaks his mind without hesitation. 
  Despite this, he’s experienced and knows the area better 
  than any of his peers.
  
  The Clan Needs Help
  Knowledge of the fallen star is too great an advantage for 
  Old Goat to ignore, however with their numbers thinning; 
  she can’t risk the lives of her hunters so easily. Old Goat 
  asks the characters to meet up with the Thuunlakalaga 
  hunters near the ice troll cave, and to save the strange 
  creature.
   The hunter who delivered the news is tired and 
  exhausted. She instead asks the characters to take along 
  Nararhak Tree-Eye, who is deeply knowledgeable about 
  the land and can guide them to the ice trolls’ cave (see 
  handout 1).
  Nararhak (na-RUHR-uck)  
  Tree-Eye Thuunlakalaga
  Lawful neutral goliath druid
  Nararhak was orphaned at birth during a raid by another clan. 
  Though they were spared, the violent circumstances of their 
  birth damaged Nararhak’s left leg, leaving them slow and 
  clumsy when without a crutch. Rikuur Hideminder took the 
  child in and raised them in the ways of storytelling and nature.
   When not with the rest of Souljoined (Grakal Dawnbearer 
  and Thugeo Goatchaser), Nararhak tends to be very 
  apprehensive and cautious in their interactions, having 
  suffered	a	great	deal	of	bullying	in	the	past.	They’re	wary	of	
  outright strangers.
   The name “Tree-Eye” comes from Nararhak’s 
  heterochromatic eyes, their right is a brown, barky color and 
  the left is the color of deep-green leaves. Nararhak is always 
  chewing on something. If they start speaking while overly 
  excited, small bits of spittle tend to spray from their mouth.
  What They Want. To know more. Nararhak is always ready 
  to hear another tale or read another story or learn another 
  language. When sharing the stories and history of the clan, 
  few hold up to Nararhak’s narrations.
  Brains of the Operation. Few in the clan know more about 
  the	different	flora,	fauna,	and	sacred	places	than	Nararhak	
  does. Even Old Goat seeks advice from Nararhak from time 
  to time.
  Ogolai (oh-GO-lie) Orcsplitter  
  “Old Goat” Thuunlakalaga
  Lawful neutral goliath warrior
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly in goat 
  hide clothing and carries an immense greataxe fashioned 
  from	white	dragon	bone.	She	has	a	crippling	fear	of	griffons	
  stemming from a childhood trauma that’s created tensions 
  between her clan and the Akannathi goliaths of Skytower 
  Shelter (see Icewind Dale: Rime of the Frostmaiden).
  What They Want.	Old	Goat’s	first	priority	is	the	safety	and	
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly from 
  Kaskur Spearsong. She fears his disagreements will turn 
  violent, but does everything within her power to delay this 
  apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat has been 
  around a long time and seen many things. This experience 
  lends her a tremendous amount of wisdom to draw on 
  when making decisions. However, she’s getting old and 
  refuses to surrender the yoke of leadership until a worthy 
  (equally wise) replacement is found. If it weren’t for his 
  sharp	tongue,	Old	Goat	would’ve	offered	Kaskur	the	mantle	
  of leadership years ago. However, she fears what the clan 
  would become under his leadership.
  
  5
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  DDAL10-06 The Fallen Star (v1.0)
  Estimated Duration: 45 minutes
  Hunter’s Camp
  Themes: Tension, do-or-die.
  Together with Nararhak Tree-Eye, the characters arrive at 
  the camp where Thuunlakalaga hunters (see handout 1) 
  equal to the number of players minus one are waiting for 
  them. The camp is located behind a large, snow-covered 
  rock formation near the ice trolls’ cave. It’s the perfect spot 
  to track activities within the area. As a DM, if you decide 
  sidekicks are necessary in this adventure, each character is 
  allowed one sidekick each.
  Story Objective A
  Defeating the ice trolls is Story Objective A.
  Ice Troll Cave
  At the foot of a mountain, the entrance to the cave is visible. 
  When the characters enter the cave, read the following:
  The path inside quickly turns to reveal a cramped 
  space occupied by ice trolls. On the other side of the 
  room is a half-frozen, 7-foot-tall humanoid with a 
  hippopotamus-like head.
  Area Information
  The area (see the Ice Troll Cave map in appendix A) has 
  the following features:
   Dimensions and Terrain. From the entrance, the 
  10-foot-wide path winds until it reaches an irregularly 
  shaped chamber with a 15-foot-high ceiling coated with 
  3-foot-long icicles. The ground is also covered by 2-foot-
  deep blanket of snow, even inside the cave—creating 
  difficult terrain for Small or smaller creatures. Lastly, there 
  are two Medium humanoid skeletons protruding from the 
  snow that practitioners of necromancy might find useful.
   Light. The cave is dark except for a flashing red light at 
  the far side of the cave.
   Temperature. The temperature is quickly dropping as 
  strong winds invade the cave. It’s safe to say a snowstorm, 
  no, a blizzard is imminent.
  A Cold Meal
  A Cold Meal
  1
  
  6
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  DDAL10-06 The Fallen Star (v1.0)
   Smells and Sounds. A faint smell of smokepowder 
  comes from the ice trolls’ captive. The crunch of ice and 
  snow can be heard while the ice trolls prepare their meal.
   Icicles. Particularly loud noises—such as from spells, 
  shouting, or the sounds of combat—have a 25 percent 
  chance of dislodging an icicle, which falls on a random 
  creature who must then make a successful DC 14 Dexterity 
  saving throw or take 10 (3d6) piercing damage.
  Blue Slime
  Hazard
  This acidic slime is adapted to the harsh weather of Icewind 
  Dale	and	devours	flesh,	organic	material,	and	metal	on	
  contact. Bright blue, wet, and sticky, it clings to walls and 
  ceilings in patches.
   A patch of blue slime covers a 5-foot square, has 
  blindsight out to a range of 30 feet, and drops from 
  walls and ceilings when it detects movement below it. 
  Beyond that, it has no ability to move. A creature aware 
  of the slime’s presence can avoid being struck by it with a 
  successful DC 10 Dexterity saving throw. Otherwise, the 
  slime can’t be avoided as it drops.
   A creature that comes into contact with blue slime takes 5 
  (1d10) acid damage. The creature takes the damage again at 
  the	start	of	each	of	its	turns	until	the	slime	is	scraped	off	or	
  destroyed. Against wood or metal, blue slime deals 11 (2d10) 
  acid damage each round, and any nonmagical wood or metal 
  weapon	or	tool	used	to	scrape	off	the	slime	is	effectively	
  destroyed.
  	 Sunlight,	any	effect	that	cures	disease,	and	any	effect	that	
  deals	fire	or	radiant	damage	destroys	a	patch	of	blue	slime.
  Creature Information
  Two ice trolls are poking the half-frozen giff on the 
  ground with large icicles while they decide on the best 
  way to eat it.
   
  Once the trolls notice the characters, if the 
  opportunity presents itself, they block the entrance 
  to the cave in the hopes of a securing a second 
  course for their pending meal. Both trolls fight 
  to the death.
  Development
  The giff (who feebly introduces 
  himself as Lieutenant—pronounced 
  “Leftenant”—Prook) is weak and 
  exhausted. A successful DC 14 
  Wisdom (Medicine) check determines 
  that Lieutenant Prook has five levels of 
  exhaustion.
  As the characters prepare to leave 
  the cave, a deadly blizzard arrives; 
  travelling back to Wyrmdoom Crag isn’t 
  the best idea for the time being.
  Treasure
  A few gems and coin pouches left by dead adventurers are 
  hidden under the snow inside the cave and can be found by 
  any character who makes a successful DC 16 Intelligence 
  (Investigation) check.
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak: Remove one ice troll.
  Weak: The ice trolls make only two claw attacks with 
  Multiattack.
  Strong: The ice trolls have 160 hit points.
  Very Strong: On initiative count 20 (losing ties), blue slime 
  (see above) falls on two random characters.
  
  7
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  DDAL10-06 The Fallen Star (v1.0)
  Estimated Duration: 60 minutes
  Ice Troll Cave Encore
  Themes: Survival, foraging.
  It becomes quickly apparent that the blizzard raging 
  outside is likely to last days.
  Story Objective B
  Saving Lieutenant Prook is Story Objective B.
  Area Information
  The area has the following features:
   Dimensions and Terrain. Within minutes, the snow 
  outside the cave has become thicker and is now 4 feet high. 
  Travelling by land is extremely difficult.
   Light. The only light in the cave is the flashing red light 
  on the satchel slung over the giff’s shoulder.
   Weather. See the Blizzard sidebar for more information. 
  Additionally, for every hour a character is exposed to this 
  magical weather, they must make a successful DC 15 
  Constitution saving throw or gain a level of exhaustion. 
  Characters who aren’t wearing cold weather gear make this 
  check with disadvantage.
  Creature Information
  Lieutenant Prook, the giff the characters saved, currently 
  has five levels of exhaustion. Exposing him to the blizzard 
  outside will likely kill him.
  How to Survive
  The characters, together with Nararhak and the goliath 
  hunters are stuck in the cave during the blizzard. Every day, 
  they need to make sure they’re well supplied; a character 
  who goes a day without food, water, and warmth, gains a 
  level of exhaustion.
  Food and Water. A Small or Medium creature needs 1 
  pound of food and 1 gallon of water per day. Rations 
  and spells such as goodberry can address this problem. 
  Character can forage outside the cave for an hour to find 
  food, such as small game or edible plants. A character 
  who makes a successful DC 14 Wisdom (Survival) check 
  finds enough food and water to sustain themselves and a 
  number of additional Small or Medium creatures equal 
  to their Wisdom modifier for one day.
  Warmth. Characters who search the area surrounding 
  the cave for an hour can attempt a DC 14 Wisdom 
  (Perception) check. If successful, the character gathers 
  enough dry wood from a nearby narra tree to provide 
  warmth for one day.
   Reward creativity by awarding inspiration to players who 
  devise clever ways to survive the blizzard.
  Blizzard
  Weather
  A blizzard’s howling limits hearing to a range of 100 feet and 
  imposes disadvantage on ranged attack rolls. It also imposes 
  disadvantage on Wisdom (Perception) checks that rely on 
  hearing.	The	wind	extinguishes	open	flames,	disperses	fog,	
  erases	tracks	in	the	snow,	and	makes	flying	by	nonmagical	
  means nearly impossible. A creature falls at the end of its turn 
  if	it’s	flying	by	nonmagical	means	and	can’t	hover.
   Visibility in a blizzard is reduced to 30 feet. Creatures without 
  goggles or other eye protection have disadvantage on Wisdom 
  (Perception) checks that rely on sight due to blowing snow.
   Any creature concentrating on a spell in a blizzard must make 
  a successful DC 10 Constitution saving throw at the end of its 
  turn or lose its concentration on the spell unless the creature is 
  sheltered against the elements (for example, in an igloo).
   Veering Off Course.	It’s	easy	to	veer	off	course	while	
  traveling through a blizzard and for party members to 
  become separated from one another, which is why the wisest 
  course of action is to stay put and wait out the blizzard.
   If the characters travel during a blizzard, have the players 
  designate one party member as the navigator. At the end of 
  each hour of travel through the blizzard, the DM makes a 
  DC 15 Wisdom (Survival) check on behalf of the navigator. 
  On a success, the party stays on course. On a failure, the 
  party	wanders	off	course,	bringing	them	no	closer	to	their	
  destination. If the check fails by 5 or more and the party 
  members aren’t tied together, a random party member 
  becomes separated from the others.
   If the group tries to reunite with its missing member, have 
  the party members (including the missing one) make a DC 15 
  Wisdom (Survival) group check at the end of each hour. On a 
  success, the missing party member is found, but no progress 
  is made toward reaching the group’s intended destination 
  that hour. The group check can be repeated after each hour 
  spent searching for the missing party member.
  There’s No “Me” in 
  There’s No “Me” in 
  Hippopotam-
  Hippopotam-“Us”
  “Us”
  2
  
  Herb Tea 33-Alpha
  A character who makes a successful DC 15 Wisdom 
  (Medicine) check finds out that long rest and casting spells 
  like greater restoration on Lieutenant Prook isn’t enough to 
  remove his levels of exhaustion by itself—the giff’s anatomy 
  works a bit differently. Once the characters realize this, 
  Lieutenant Prook does his best to point at his satchel and 
  into the inside pocket where small pieces of paper written 
  with instructions in Common are placed. With a dreadful 
  sting on his throat making it difficult for him to speak, 
  the giff asks the characters to look at the paper labeled 
  “Emergency Protocol 33-Alpha.”
   Read or paraphrase the following:
  Emergency Protocol 33-Alpha: “In the case I become 
  afflicted	by	an	extreme	condition	and	get	exhausted,	
  make me drink Herb Tea 33-Alpha before administering 
  medicine or restoration spells.”
   The paper lists the instructions for preparing Herb 
  Tea 33-Alpha—a mixture of elderberries, elderflower, 
  chamomile, rose hips, astragalus, and echinacea wrapped 
  in thin paper and steeped in hot water for 20 minutes.
   Once the ingredients have been gathered, a character 
  who makes a successful DC 14 Wisdom (Medicine) 
  check follows the instructions to brew Herb Tea 33-Alpha 
  correctly. Failure means the tea has no effect; the 
  ingredients are wasted and another batch of ingredients is 
  needed to make the tea again. Characters proficient with 
  herbalism kits make this check with advantage.
   If given the instructions, Nararhak provides information 
  on where to find most of the herbs.
   No sensible person would go out in this weather. 
  However, in order to remove Lieutenant Prook’s 
  exhaustion, the characters must find the ingredients to 
  make Herb Tea 33-Alpha.
  Time Check
  Since this part of the adventure should only take 1 hour 
  to complete, you can use the suggestion below on how to 
  approach this encounter and make sure you and your players 
  finish	on	time.
   Convince the Hunters. The Thuunlakalaga goliaths, 
  especially Nararhak, know their numbers are shrinking 
  and can’t risk their lives so freely. However, a character 
  who makes a successful DC 14 Charisma (Intimidation or 
  Persuasion) check backed up by a convincing argument 
  can bring the goliath hunters along to search for some of 
  the herbs, which they do successfully. The characters can 
  then focus on doing one or two of the encounters below, 
  depending on the time you have available.
  A1. Chamomile and Echinacea
  Nararhak has heard of an apothecary living in a cave, two 
  hours south of the party’s current location. The apothecary 
  can be identified by their especially thick winter clothes 
  and a cracked dragon mask made of jade. Nararhak advises 
  the characters to take food or the ice trolls’ hearts to trade 
  for the herbs they need.
   Creature Information. Following Nararhak’s directions, 
  they spot a small cave with a campfire. Inside is a 6-foot-
  tall creature who introduces themselves as Butiki (Butiki 
  is actually three Icewind kobolds sitting on one another’s 
  shoulders wearing a long, heavy coat). Butiki doesn’t 
  sell their wares for coin, but happily barters for them. 
  In exchange for at least ten days’ rations, they’ll trade a 
  handful of chamomile or echinacea. They’ll also accept the 
  heart of a “biiiiiiiig” monster—like an ice troll.
  Butiki (bu-tih-ki) the Apothecary
  Neutral kobold alchemist
  Butiki is actually a persona cultivated by three kobolds—
  Bubu, Tirr, and Kiki, who disguise themselves as a clumsy 
  human wearing bulky cold weather clothing and a cracked 
  jade mask carved to resemble a dragon’s face. Most of the 
  potions and herbs they sell are stored in the inside pockets of 
  their clothes. If questioned, Butiki says they’re human, but a 
  character with a passive Wisdom (Insight or Medicine) score 
  of 15 or higher detects something odd about their physiology. 
  If confronted about it, they reveal their true nature.
  What They Want. Butiki has no need for money since there’s 
  nowhere to spend it in this area. Instead, they search for 
  monster parts or herbs they can use to trade for other 
  goods. Butiki loves to eat, especially delicacies that aren’t 
  from Icewind Dale.
  Followers of a Hag. Another reason why Butiki searches for 
  monster parts and herbs is to give them to their master, a 
  powerful hag, who can use them to craft potions and spells.
  
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  DDAL10-06 The Fallen Star (v1.0)
   Butiki also possesses a satchel containing fresh 
  blueberries they’re willing to part with—noting that 
  “They’re quite rare and may be useful in soothing savage 
  beasties like wolves! Lots of wolves in Icewind Dale.” Such 
  a treat costs a bit more, however, twenty days’ rations!
   Once an agreement is reached, Butiki extends a 
  disproportionately small, gloved hand to seal the deal, 
  while a second arm emerges from the coat and hands over 
  the herbs to the characters.
  A2. Elderberry, Elderflower, and 
  Rose Hips
  About five days ago, a merchant caravan laden with food 
  and spices was abandoned in a nearby pass after being 
  attacked by animals—something Nararhak knows. While 
  they can’t be sure the herbs the characters seek are still 
  there, it may be worth taking a look. The site is an hour 
  west of the cave.
   Upon arriving at the crash site, the characters must make 
  a DC 14 Wisdom (Perception) group check. If successful, 
  they find a small wooden crate packed with jars full of 
  herbs and spices buried in the snow. Some jars bear labels 
  (in Common) indicating they contain dried elderberries, 
  elderflower, and rose hips.
   A character who investigates the jars and makes a 
  successful DC 15 Intelligence (Nature) check realizes 
  some jars are mislabeled—the jar labeled “Rose Hips” 
  actually contains tiny dried tomatoes, while the jars labeled 
  “Tomatoes” contains the rose hips.
  A3. Astragalus
  Nararhak heard a rumor about an increase of tiny 
  elementals called chwingas in the area, who plucked all 
  the astragalus until there was nothing left. The characters’ 
  best chance to find this herb is to attract one of the 
  elementals by making an interesting pile of trinkets and 
  other items as an offering.
   When the characters return to the cave after searching for 
  the other herbs, or if they wait until nighttime after making 
  an offering, a corrupted chwinga with two bundles of dried 
  astragalus roots tied to its back sneaks inside the cave and 
  tries to steal from the pile of trinkets or pieces of the goliath 
  hunters’ gear like arrow tips, trinkets, fishhooks, etc.
   Characters with a passive Wisdom (Perception) score 
  of 17 or higher or who make a successful DC 17 Wisdom 
  (Perception) check notice the chwinga. Capturing the 
  chwinga can be tricky, though. If pursued, it uses its Natural 
  Shelter ability to hide inside a large boulder in the cave. 
  The chwinga can be forced out by destroying the boulder, 
  which has AC 17, 27 hit points and immunity to poison and 
  psychic damage. Alternately, the chwinga can be coaxed 
  out with a successful DC 15 Charisma (Persuasion) check. 
  A character who offers a suitably interesting gift makes 
  this check with advantage. In either case, it drops the 
  astragalus it’s carrying. If the characters forced it out of 
  hiding, the chwinga flees the cave, but if it was coaxed out, 
  it skips over to the fire and mimics the act of warming itself 
  (rubbing its hands together and extending them palm out 
  toward the fire, etc.).
   If the characters manage to befriend the chwinga and 
  allow it to remain by the fire for at least half of a day, the 
  elemental is cured of its corruption and uses its Magical 
  Gift ability to bless a random character with a charm of the 
  ice troll (see below).
  Charm of the Ice Troll
  This charm allows you to use your reaction when you take 
  cold damage to reduce the damage to 0. You regain a number 
  of hit points equal to half the cold damage you would have 
  taken. Once you do so, the charm vanishes from you.
  Development
  Once the ingredients have been gathered, the characters 
  can brew Herb Tea 33-Alpha, and administer it to 
  Lieutenant Prook—making it possible to cure his 
  exhaustion through rest and spells like greater restoration.
  Lieutenant Prook (lef-TEN-ant puh ROOK)
  Lawful neutral giff interstellar mercenary
  Lieutenant Prook (he pronounces lieutenant as “leftenant” 
  and prefers to be addressed as such) once commanded a 
  brigade	of	hippopotamus-headed	giff	mercenaries,	but	his	
  entire unit was captured by neogi slavers. Of them, he’s the 
  sole survivor. The neogi ship recently crashed in Icewind Dale 
  while pursuing the Id Ascendant—an illithid nautiloid piloted 
  by gnomish ceremorphs. In the chaos, Lieutenant Prook 
  managed to escape, but underestimated the cold.
  What They Want. While Lieutenant Prook’s immediate goals 
  are survival and recovery. Once out of the woods, he 
  plans	to	find	a	way	to	exact	his	revenge	on	the	neogi	who	
  enslaved him and killed his unit.
  Gruff and No-Nonsense. Lieutenant Prook doesn’t waste 
  time on pomp and circumstance; he focuses on his goals 
  with laser precision and those who question his orders 
  (yes, orders) or methods are quick to earn a scathing 
  admonishment. To that end, however, he’s loyal and 
  honorable without apology. He would throw down his life to 
  save those he considers allies.
   During their time spent in the cave, the characters learn 
  that Lieutenant Prook recently escaped captivity at the hands 
  of creatures called neogi—cruel slavers who travel across 
  the planes on a deathspider (which he describes as a type 
  of magic flying ship) called the Er’lir Fezrrega’l. If Nararhak 
  or the characters mention the falling star, he’s unsure what 
  they’re referring to, assuming it to be the deathspider.
   He’s willing (though a bit reluctant) to show the 
  characters where the Er’lir Fezrrega’l is once he’s 
  sufficiently recovered.
   The day after all Lieutenant Prook’s exhaustion levels are 
  removed, the blizzard ends.
  Treasure
  For helping Lieutenant Prook survive, he takes a chime of 
  opening from his satchel and gives it to the characters.
  Giff and Neogi
  Giff	are	spacefaring	humanoid	mercenaries	best	known	for	
  their martial training and love of explosives. Neogi on the 
  other hand, are aberrations that love to conquer other worlds 
  and enslave their peoples.
  	 Both	creatures	travel	to	different	worlds	and	planes	using	
  magic ships and aren’t usually found in Faerûn and other 
  continents.	You	can	learn	more	about	giff	and	neogi	by	
  reading Mordenkainen’s Tome of Foes and Volo’s Guide to 
  Monsters, respectively.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Estimated Duration: 60 minutes
  Snowy Plains
  Themes: Wilderness, bizarre.
  With the blizzard gone and Lieutenant Prook healthy 
  enough to travel, he takes the characters west, toward the 
  location of the neogi ship, the Er’lir Fezrrega’l.
  Story Objective C
  Traversing the wilds of Icewind Dale is Story Objective C.
  Area Information
  The area has the following features:
   Dimensions and Terrain. The characters arrive at a 
  tundra covered in snow. What little plant life was present 
  is now covered in ice. All the water sources the characters 
  pass are frozen solid. Continuing west and traversing this 
  area will bring the characters to the snowy mountains 
  where the neogi ship is located.
   Weather. Clear, the blizzard has passed.
   Light. The nights in Icewind Dale are long (especially 
  during the grip of the Everlasting Rime) and the utter 
  darkness is broken only by a few hours of dim twilight—
  usually between late morning and early evening—and the 
  auroras that streak across the sky.
  Lighting in Icewind Dale
  Unless otherwise noted, daytime hours provide dim light 
  outdoors, while nighttime hours are dark. The permanent 
  dusk of Auril’s curse makes the promise of sunlight seem a 
  teasing possibility, but the sun never breaks the horizon.
   Smells and Sounds. The cool, crisp air stings the noses 
  of those who inhale it. With the wind magically changing 
  directions, the sound it produces is like a wailing beast.
  Creature Information
  The characters spot an awakened mammoth trying to 
  break a frozen tree with its tusks to get at the fruit. In 
  addition, three winter wolves—opportunistic allies of 
  the mammoth—are blending in with the snow nearby. 
  Characters with a passive Wisdom (Perception) score of 14 
  or lower are surprised as they leap from hiding and attack.
  Shards of the blue crystal fall to the ground and the 
  mammoth pushes air through its trunk to make a loud, 
  intimidating trumpeting. Angry, scared, and hungry, the 
  beast utters a single word in Common while the freezing 
  wind spreads throughout the surrounding area, “Kill.”
  Desperate Times,  
  Desperate Times,  
  Desperate Measures
  Desperate Measures
  3
  
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  DDAL10-06 The Fallen Star (v1.0)
  Blue Crystal
  The mammoth found the crystal and intended to deliver it to 
  Feral-Tongue.	The	crystal	has	the	following	effects	if	shattered:
   Freezing Wind. In a 1-mile radius, centered on the location 
  where the crystal was destroyed, magical wind materializes 
  that	freezes	anyone	in	it.	This	effect	lasts	for	1	minute	or	until	
  the mammoth is defeated. The wind imposes disadvantage 
  on ranged attack rolls and Wisdom (Perception) checks.
  	 When	a	creature	enters	the	area	for	the	first	time	or	starts	
  its turn within the freezing wind, it must make a DC 14 
  Constitution saving throw as its body becomes covered in ice. 
  On a failed save, the creature takes 11 (2d10) cold damage 
  and is restrained until it takes bludgeoning damage. On a 
  successful save, the creature takes half as much damage 
  and isn’t restrained. A creature immune to cold damage 
  automatically succeeds on the saving throw. A restrained 
  creature can make a DC 15 Strength (Athletics) check as an 
  action to break free from the ice. On a success, it frees itself 
  and is no longer restrained. A creature that isn’t restrained 
  can use its action to attempt the check to free another 
  creature within reach.
   Auroral Aura. When the mammoth destroys the blue crystal, 
  a bubble of blue light envelops a 20-foot-radius area around 
  it, protecting any creature inside from the freezing wind. 
  On initiative count 0 (losing ties), the radius of the bubble 
  shrinks	by	5	feet	as	its	protective	effect	fades.
   The mammoth ended up here after fleeing the chaos of 
  Feral-Tongue’s—the druid who awakened it—defeat, and the 
  events of DDEP10-01 Terror in Ten-Towns. 
   Wrapped around the mammoth’s trunk is a blue 
  crystal that can draw on the Frostmaiden’s magic for a 
  short period of time. As soon as the mammoth sees the 
  characters, it crushes the crystal out of panic. Being a Huge 
  beast with no herd and no place to hide, the mammoth 
  succumbs to a kill-or-be-killed mentality. A character who 
  makes a successful DC 13 Wisdom (Animal Handling or 
  Insight) check quickly realizes this.
   Playing the Pillars. You can make use of the following 
  suggestions when running this encounter:
  Combat. The characters start combat at least 40 feet 
  away from the mammoth. To protect themselves from 
  the freezing wind, the characters can get inside the 
  mammoth’s bubble, which shrinks every round. The 
  wolves prioritize knocking the characters prone outside 
  the bubble, hoping to let the crystal’s freezing wind take 
  care of them.
  Exploration. The freezing wind stretches for 1 mile in 
  all directions. Running away from the encounter isn’t 
  recommended.
  Social. Characters who offer food such as rations to a 
  winter wolf can make a DC 14 Charisma (Persuasion) 
  check as an action to de-escalate the situation. A 
  character who smells like blueberries makes this check 
  with advantage. On a success, the character convinces 
  that wolf to ally itself with the characters against the 
  mammoth.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Estimated Duration: 60 minutes
  Twin Mountains
  Themes: Discovery, extraterrestrial.
  Continuing west, the characters arrive at the foot of a pair 
  of mountains. Lieutenant Prook tells everyone the neogi 
  ship is nestled somewhere within the valley.
  Story Objective D
  Locating and scouting out the deathspider is Story 
  Objective D.
  Area Information
  In addition to the features noted in the encounters below, 
  the twin mountains have the following general features:
   Dimensions and Terrain. The two mountains possess 
  a certain symmetry and greatly resemble a pair of massive 
  fangs. Both peaks pierce a blanket of clouds, while their 
  craggy surfaces are buried deep in snow. There are many 
  hidden paths around the mountains and even toward the 
  valley. However, imminent danger follows those who are 
  foolish enough to traverse them.
   Light. The nights in Icewind Dale are long (especially 
  during the grip of the Everlasting Rime) and the utter 
  darkness is broken only by a few hours of dim twilight—
  usually between late morning and early evening—and the 
  auroras that streak across the sky.
   Weather. The weather is extremely cold.
  Extreme Cold
  Weather
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must make a 
  successful DC 10 Constitution saving throw at the end of 
  each hour or gain one level of exhaustion. Creatures with 
  resistance or immunity to cold damage automatically succeed 
  on the saving throw, as do creatures wearing cold weather 
  gear (thick coats, gloves, and the like) and creatures naturally 
  adapted to cold climates.
  Creature Information
  Lieutenant Prook advises the characters to reconnoiter the 
  area surrounding the ship. He wants to take revenge on 
  the neogi who captured him and killed his crew, but on the 
  verge of exhaustion again, he knows he’d be a liability and 
  might endanger his newfound allies. Instead, he requests 
  the characters to gather information about the ship, the 
  best path toward it, and how many enemies are there. If 
  one or more characters really want Lieutenant Prook to 
  join them, they can convince him to with a successful DC 
  17 Charisma (Persuasion) check.
   Reality also hits Nararhak and the other Thuunlakalaga 
  hunters. They know they can’t risk losing their lives here, 
  especially when they’re up against something unknown. 
  They insist they’ll return to Wyrmdoom Crag and report 
  everything that’s happened so far to Old Goat. They’re 
  willing to take Lieutenant Prook with them, which he 
  agrees to.
   Once the characters are done scouting the area and 
  getting information about the neogi ship, they can all meet 
  up at Wyrmdoom Crag to formulate a plan.
   Before leaving, Lieutenant Prook draws a map in the 
  snow to help the characters strategize the best way 
  to approach the neogi ship’s location. The characters 
  should choose with route to take, which determines what 
  creatures they encounter along the way. Alternatively, you 
  can choose an encounter or roll on the table, below:
  Neogi Patrol Encounter Table
  d6
  Encounter
  1
  E1. Straight into the Valley
  2
  E2. East Mountain Outer Path
  3
  E3. West Mountain Outer Path
  4
  E4. Into the Cave
  5
  E5. West Mountain Peak
  6
  E6. East Mountain Peak
   Most creatures in this part of the adventure are charmed 
  by the neogi to follow their orders. To ensure the enslaved 
  creatures can’t escape their control, the neogi use a sek’reg 
  insulator, see below.
  Sek’reg Insulator
  Normally, charmed creatures can attempt another saving 
  throw	to	end	the	charm	effect	if	damaged.	However,	the	
  neogi aboard the Er’lir Fezrrega’l use a device called a sek’reg 
  insulator—a potent magical machine that removes their 
  victims’	ability	to	shake	off	the	charm	effect	if	injured.
  The Er’lir Fezrrega’l
  The Er’lir Fezrrega’l
  4
  
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  DDAL10-06 The Fallen Star (v1.0)
  Treasure
  Regardless which path the characters take, the encounter 
  yields a small blue capsule that contains a potion of 
  climbing. This treasure is only found once, no matter how 
  many encounters are used.
  E1. Straight into the 
  Valley
  This is the shortest route to the neogi ship’s location, but 
  also the most heavily guarded.
  Area Information
  The area has the following features:
   Dimensions and Terrain. The thin snow on the path 
  toward the valley makes it easy to traverse. After a few 
  miles, the path broadens to 40 feet wide. A character who 
  makes a successful DC 15 Intelligence (Investigation) 
  check, notices a group of jagged rocks along the east side 
  of the path that could provide cover on their way to the 
  valley, helping bypass the frost giants guarding the area. 
  Since the jagged rocks aren’t very tall, the characters must 
  still make a successful DC 17 Dexterity (Stealth) group 
  check to avoid a combat encounter. On a failure, one or 
  more characters make a noise that triggers an avalanche 
  200 feet above the characters. See the Avalanche sidebar, 
  below. The giants also notice the characters and attack 
  them.
   Light. The stormy sky only provides dim light.
   Smells and Sounds. The area’s geometry causes nearby 
  sound to echo loudly toward the valley. There’s also the 
  smell of large game being roasted nearby.
  Avalanche
  Hazard
  An avalanche is a mass of snow and debris falling rapidly 
  down a mountainside. A typical avalanche is 300 feet wide, 
  150 feet long, and 30 feet thick. Creatures in the path of an 
  avalanche can avoid it or escape it if they’re close to its edge, 
  but outrunning one is almost impossible.
   When an avalanche occurs, all nearby creatures must roll 
  initiative. Twice each round, on initiative counts 10 and 0 
  (losing ties), the avalanche travels 300 feet until it can travel 
  no more. When an avalanche moves, any creature in its 
  space moves along with it and falls prone, and the creature 
  must make a DC 15 Strength saving throw, taking 5 (1d10) 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one.
   When an avalanche stops, the snow and other debris settle 
  and bury creatures in it. A creature buried this way is blinded, 
  restrained, and has total cover. The creature gains one level of 
  exhaustion for every 5 minutes it spends buried. It can try to 
  dig itself free as an action, breaking the surface and ending the 
  blinded and restrained conditions on itself with a successful 
  DC 15 Strength (Athletics) check. A creature that fails this 
  check three times can’t attempt to dig itself out again.
   A creature that isn’t restrained or incapacitated can spend 
  1 minute freeing a buried creature. Once free, that creature is 
  no longer blinded or restrained by the avalanche.
  Creature Information
  Two frost giant servants guard the path toward the valley 
  while a frost giant sits nearby, roasting a recently caught 
  winter wolf.
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak: Replace one frost giant with one frost giant 
  servant.
  Weak: Remove one frost giant servant.
  Strong: No changes.
  Very Strong: Add one frost giant servant.
   The giants were on their way to Jarlmoot, west of Ten-
  Towns, to pay their respects to their ancestors before they 
  were captured and charmed by the neogi.
  E2. East Mountain  
  Outer Path
  It takes six hours to go around the east mountain and reach 
  the valley from the other side.
  Area Information
  The area has the following features:
   Dimensions and Terrain. The snow is at least 4 feet 
  high, making it difficult terrain for Medium or smaller 
  creatures. After five hours’ travel, the path widens.
   Weather. The weather is extremely cold. See the 
  extreme cold sidebar, above.
   Smells and Sounds. There are large piles of dung 
  covered in snow. A character who makes a successful DC 
  14 Intelligence (Nature) check determines that the piles of 
  muck were left by a mix of humanoids and bears. When the 
  characters start to travel on this path, a loud, intimidating 
  bear growl can be heard in the distance.
  Creature Information
  Two hulking goliath werebears in hybrid form are sparring 
  with one another when the characters arrive.
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak: The goliath werebears	fight	in	their	humanoid	
  forms.
  Weak: The goliath werebears only have 100 hit points.
  Strong: Add one goliath werebear.
  Very Strong: Add two goliath werebears.
  These goliaths received Oyaminartok the Winter Walker’s 
  curse after being judged to have pure hearts. The goliaths 
  were once gentle and kind, but the neogi have driven them 
  to kill any living creature they see. The sight of fire scares 
  the werebears; they avoid foes that wield fire—attacking 
  them last, if possible.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Oyaminartok the Winter Walker
  Goliath legends speak of a creature that prowls the far 
  reaches of Icewind Dale, Oyaminartok the Winter Walker. 
  Elders invoke her name to keep young goliaths from 
  wandering too far from home before they’re ready. Adult 
  goliaths sometimes encounter this legendary individual 
  in	their	travels	to	the	far-flung	corners	of	the	Dale.	If	they	
  flee	like	cowards,	Oyaminartok	laughs	and	lets	them	go	to	
  wander	in	obscurity.	If	they	challenge	Oyaminartok	to	a	fight,	
  the Winter Walker smiles and tests their mettle. Those who 
  impress	her	with	their	fighting	skills	are	bitten	and	become	
  goliath werebears themselves. Contrary to myth, Oyaminartok 
  isn’t a monster, but a force of good in the region, and she 
  passes her curse only to goliaths whose hearts are pure.
  E3. West Mountain  
  Outer Path
  The outer path on the west mountain has the same terrain 
  and weather as area E2.
  Area Information
  The area has the following features:
   Smells and Sounds. Rotting carcasses half-buried in the 
  snow leave a foul smell in the area. It’s eerily quiet.
  Creature Information
  A hydra is hidden under a sheet of snow in front of the 
  characters and attacks them as soon as they’re within its 
  range. Any character with a passive Wisdom (Perception) 
  score of 15 or lower is surprised. This gluttonous creature 
  traveled north in search for food until it was captured by 
  the neogi. Even though it’s charmed, the neogi are still wary 
  of it. They can only prevent the creature from eating them, 
  that’s why it was stationed far from the valley.
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak: The hydra begins with three heads.
  Weak: The hydra only has 140 hit points.
  Strong: The hydra has 255 hit points.
  Very Strong: The hydra begins with seven heads.
  E4. Into the Cave
  When Lieutenant Prook escaped from the neogi ship, he 
  discovered a hidden cave entrance somewhere at the foot 
  of the western mountain. Instead of hiding there, the giff 
  continued running to get as much distance as possible 
  from his alien captors. Lieutenant Prook believes the cave 
  probably has an exit somewhere near the valley and that it’s 
  worth checking out.
  Area Information
  The area has the following features:
   Dimensions and Terrain. The pathway inside the cave 
  is tight and the ceiling is low. After a few miles, the cave 
  widens into a 40-foot-square chamber.
   Light. It’s completely dark with no light sources.
   Smells and Sounds. The smell of rotting corpses. 
  Giggles and noises of raw flesh being chewed echo around 
  the cave.
  Creature Information
  Five kobold vampire spawn are gathered around a half-
  eaten goliath corpse. Their hungry faces, especially their 
  snouts, are all covered in blood. From the looks of it, the 
  goliath was another of the missing hunters. The neogi 
  aren’t aware these vampires are living nearby, but the 
  kobold vampires, however, know the neogi enslave the 
  minds of their captives.
   The neogi have been stealing the vampires’ prey ever 
  since they arrived. A character who makes a successful DC 
  15 Wisdom (Insight) check determines that the vampires 
  are starving; it looks as if this is the first meal they’ve eaten 
  in some time. A successful DC 17 Charisma (Persuasion) 
  check convinces the vampires to stop attacking and let 
  the characters pass, if they promise to deal with the 
  unusual creatures nearby (which the kobolds refer to as 
  “spiderlings”).
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak: Remove two kobold vampire spawn.
  Weak: Remove one kobold vampire spawn.
  Strong: Add one kobold vampire spawn.
  Very Strong: Add two kobold vampire spawn with 54 hit 
  points.
  E5. West Mountain Peak
  The neogi wouldn’t expect enemies coming from the 
  mountain peak, at least that’s what Lieutenant Prook 
  thinks. It’s the best vantage point for the characters once 
  they descend below the clouds. However, it takes a half 
  day for the characters to reach the peak of the western 
  mountain.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Area Information
  The area has the following features:
   Dimensions and Terrain. The steep incline combined 
  with the thick snow makes the area difficult terrain for 
  Medium or smaller creatures.
   Weather. The weather is extremely cold. See the 
  extreme cold sidebar, above. Strong winds around the area 
  impose disadvantage on ranged attack rolls and Wisdom 
  (Perception) checks that rely on hearing.
   Sounds. Continuous howling from the strong winds.
  Creature Information
  Taking the form of a greatsword, a living blade of disaster 
  has seemingly been plunged into a boulder. The visible 
  portion of the blade looks like a window to space, with 
  blinking stars shifting slowly in different directions. Three 
  sluggish, green tentacles protrude from one end of the 
  blade, acting as its guard and grip. Beneath the greatsword, 
  the boulder is inscribed with the following in Draconic:
  “Living subject #42: All our wizards failed. Who is 
  worthy enough to wield it and receive power from the 
  faraway realm?”
   The living spell attacks any creature that attempts 
  to remove it from the stone. A character who makes a 
  successful DC 18 Intelligence (Arcana) check identifies the 
  greatsword as a living spell—not a magical weapon. The 
  living blade has a strong aura of conjuration magic, which a 
  detect magic spell picks up on.
  Adjusting This Encounter
  Here are some suggestions for adjusting this scene:
  Very Weak or Weak: No changes.
  Strong: The living blade of disaster has 90 hit points.
  Very Strong: Add one living blade of disaster that looks like a 
  longsword.
  E6. East Mountain Peak
  This might be the most difficult, but most epic, combat 
  encounter the characters can face in this adventure.
   It also takes a half day for the characters to reach the 
  peak of the eastern mountain. This encounter has the same 
  area information as the west mountain.
  Creature Information
  Lakasamihan, a young white dragon under the neogi’s 
  control, descends from the sky and attacks the characters 
  as soon as they reach the eastern mountain’s peak.
  Lakasamihan (LOCK-us-AH-MEE-han),  
  the Eastern Wind
  Chaotic evil dragon
  Lakasamihan came from the Spine of the World’s eastern 
  mountains, traveling to Icewind Dale in search of a new 
  home.	Lakasamihan	loves	to	hunt	flying	creatures	and	the	feel	
  of	warm	blood	in	her	mouth	while	flying	in	freezing	winds.
  What They Want. Lakasamihan recently laid an egg at her old 
  lair. With little game in the area, she started searching for a 
  new home. She found the valley between these mountains 
  to be a perfect place for her and her soon-to-be-born child, 
  however it’s currently occupied by the neogi and their ship.
  Servant of the Neogi. Lakasamihan challenged the neogi, 
  but their alien technology and numbers overwhelmed the 
  young dragon. Since her capture, the dragon now protects 
  her new masters from on high.
  Development
  When the characters arrive, they finally get to see the 
  Er’lir Fezrrega’l; a large, deathspider-class spaceship 
  that’s the neogi’s pride and joy. The spaceship is designed 
  to resemble a massive spider constructed from strange, 
  shiny metal. Judging by its size, it could easily transport 
  one hundred people. Eight metal poles shaped like spider 
  legs extend from the front of the ship, with webbed metal 
  strings attached to some, acting as a strange sail.  
  
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  DDAL10-06 The Fallen Star (v1.0)
  Warning signs in Deep Speech are engraved on different 
  parts of the ship. Lastly, glassy, red-tinted windows are 
  placed at the front and rear of the deathspider.
   Dozens of creatures mill about outside the ship, carrying 
  crates and unusual containers on strange, floating skips. 
  One by one, they file into a cavern at the far side of the ship. 
  A container falls unnoticed off the last skip, burying itself in 
  the snow.
   Before the characters can approach, read or paraphrase:
  Energy from the deathspider crashes over you like a wave, 
  followed by a burst of hot air that blows snow in your faces. 
  The	craft	rises	from	the	ground	and	hovers,	flickering	with	
  flashes	of	multicolored	light.	Silhouettes	of	several	odd,	
  spiderlike creatures are visible through the crimson glass 
  at the front of what is presumably the ship’s helm.
  The deathspider increases altitude and disappears into 
  the stormy clouds above.
  Treasure
  If the characters investigate the fallen transport crate, 
  they find it contains a prosthetic limb and two egg-shaped 
  capsules that contain potions of greater healing.
  Wrap-Up: Where to Now?
  Once the Er’lir Fezrrega’l leaves, the entrance to the 
  cavern behind it is revealed. The characters are left with 
  two choices—no matter which option they choose, the 
  characters earn the Captured Goliaths story award:
   Venture into the Ruins. Fresh footprints of different 
  creatures head toward the cavern entrance. Some of these 
  footprints are like those of a giant spider. The adventure 
  continues in DDAL10-07 Into Darkness.
   Return to Wyrmdoom Crag. Upon arriving at 
  Wyrmdoom Crag, the characters discover Nararhak and 
  the others, including Lieutenant Prook, haven’t returned 
  yet. The characters quickly learn that Kaskur—having 
  finally grown tired of Old Goat’s stubbornness—left 
  Wyrmdoom Crag together with the hunters loyal to him. 
  Because of this, Old Goat doesn’t have any hunters spare 
  to assist with search efforts. But just as she agrees to do it 
  herself, even going so far as to fetch her dragon bone-hafted 
  greataxe, one of the goliath hunters and Lieutenant Prook 
  (if he didn’t accompany the characters)—weak and injured 
  from the cold—stagger into the settlement.
   After being hurried to the small fire, the goliath reveals 
  they were beset upon by umber hulks and strange, 
  spiderlike creatures—which Lieutenant Prook refers to as 
  “neogi.” They managed to escape, but the others, including 
  Nararhak, were captured.
  Story Award: Captured 
  Goliaths
  Nararhak Tree-Eye and some of the goliath 
  hunters you encountered were captured by 
  spiderlike creatures Lieutenant Prook calls “neogi.”
  Rewards
  At the end of the session, everyone receives rewards based 
  upon their accomplishments:
  Player Rewards
  The players earn the following rewards:
  Advancement
  A character participating in this adventure gains one level.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose; this 
  has	its	benefits.	It’s	possible	for	a	character	to	advance	beyond	
  an adventure’s level range, meaning they’d be unable to play 
  an adventure as planned. Similarly, advancing too quickly 
  means a character won’t earn as much gold as their peers.
   Conversely, remind them that the amount of gold their 
  characters can earn per level is limited; characters declining 
  advancement might reach a point where they no longer  
  earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold you can award a 
  character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  If found during the adventure, the characters can keep the 
  following magic items, described in handout 2:
  • Chime of opening
  • Potion of climbing
  • Potion of greater healing
  • Prosthetic limb
  Story Awards
  The characters may earn the following story awards, 
  described in handout 2:
  Captured Goliaths
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure:
  Butiki (Bu-Tih-Ki) the Apothecary
  Butiki is actually a persona cultivated by three kobolds—
  Bubu, Tirr, and Kiki, who disguise themselves as a clumsy 
  human wearing bulky cold weather clothing and a cracked 
  jade mask carved to resemble a dragon’s face. Most of 
  the potions and herbs they sell are stored in the inside 
  pockets of their clothes. If questioned, Butiki says they’re 
  human, but a character with a passive Wisdom (Insight 
  or Medicine) score of 15 or higher detects something odd 
  about their physiology. If confronted about it, they reveal 
  their true nature.
  What They Want. Butiki has no need for money since 
  there’s nowhere to spend it in this area. Instead, they 
  search for monster parts or herbs they can use to trade 
  for other goods. Butiki loves to eat, especially delicacies 
  that aren’t from Icewind Dale.
  Followers of a Hag. Another reason why Butiki searches 
  for monster parts and herbs is to give them to their 
  master, a powerful hag, who can use them to craft 
  potions and spells.
  Kaskur (KASS-kerr) Spearsong 
  Thuunlakalaga
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack 
  of game in the area, and he resents Old Goat’s “poor 
  leadership” for a lack of solutions. He wields a longbow 
  taller than most humans and claims he once felled an elk 
  from a half mile away. He wears little in the way of clothing, 
  even in the driving wind—a feat that’s earned him the 
  respect of his fellow hunters.
  What They Want. Kaskur has grown tired of Old Goat’s 
  personal fears preventing an alliance with the goliaths of 
  Skytower Shelter. He views her as weak and her ideas as 
  outdated, especially when Kugan Windwhisper (Feral-
  Tongue)—who Kaskur views as being even weaker than 
  Old Goat—is involved. He wants to usurp control of the 
  clan for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a 
  negotiator’s tongue; he’s terse and speaks his mind 
  without hesitation. Despite this, he’s experienced and 
  knows the area better than any of his peers.
  Lakasamihan (LOCK-us-AH-MEE-
  han), the Eastern Wind
  Lakasamihan came from the Spine of the World’s eastern 
  mountains, traveling to Icewind Dale in search of a 
  new home. Lakasamihan loves to hunt flying creatures 
  and the feel of warm blood in her mouth while flying in 
  freezing winds.
  What They Want. Lakasamihan recently laid an egg at 
  her old lair. With little game in the area, she started 
  searching for a new home. She found the valley between 
  these mountains to be a perfect place for her and her 
  soon-to-be-born child, however it’s currently occupied by 
  the neogi and their ship.
  Servant of the Neogi. Lakasamihan challenged the neogi, 
  but their alien technology and numbers overwhelmed 
  the young dragon. Since her capture, the dragon now 
  protects her new masters from on high.
  Nararhak (na-RUHR-uck)  
  Tree-Eye Thuunlakalaga
  Nararhak was orphaned at birth during a raid by another 
  clan. Though they were spared, the violent circumstances 
  of their birth damaged Nararhak’s left leg, leaving 
  them slow and clumsy when without a crutch. Rikuur 
  Hideminder took the child in and raised them in the ways 
  of storytelling and nature.
   When not with the rest of Souljoined (Grakal 
  Dawnbearer and Thugeo Goatchaser), Nararhak tends to 
  be very apprehensive and cautious in their interactions, 
  having suffered a great deal of bullying in the past. They’re 
  wary of outright strangers.
   The name “Tree-Eye” comes from Nararhak’s 
  heterochromatic eyes, their right is a brown, barky color 
  and the left is the color of deep-green leaves. Nararhak is 
  always chewing on something. If they start speaking while 
  overly excited, small bits of spittle tend to spray from their 
  mouth.
  What They Want. To know more. Nararhak is always 
  ready to hear another tale or read another story or learn 
  another language. When sharing the stories and history 
  of the clan, few hold up to Nararhak’s narrations.
  Brains of the Operation. Few in the clan now know 
  more about the different flora, fauna, and sacred places 
  than Nararhak does. Even Old Goat seeks advice from 
  Nararhak from time to time.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Ogolai (oh-GOH-lie) Orcsplitter 
  “Old Goat” Thuunlakalaga
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly 
  in goat hide clothing and carries an immense greataxe 
  fashioned from white dragon bone. She has a crippling 
  fear of griffons stemming from a childhood trauma that’s 
  created tensions between her clan and the Akannathi 
  goliaths of Skytower Shelter (see Icewind Dale: Rime of 
  the Frostmaiden).
  What They Want. Old Goat’s first priority is the safety and 
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly 
  from Kaskur Spearsong. She fears his disagreements 
  will turn violent, but does everything within her power to 
  delay this apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat has 
  been around a long time and seen many things. This 
  experience lends her a tremendous amount of wisdom to 
  draw on when making decisions. However, she’s getting 
  old and refuses to surrender the yoke of leadership until 
  a worthy (equally wise) replacement is found. If it weren’t 
  for his sharp tongue, Old Goat would’ve offered Kaskur 
  the mantle of leadership years ago. However, she fears 
  what the clan would become under his leadership.
  Lieutenant Prook  
  (lef-TEN-ant Puh-ROOK)
  Lieutenant Prook (he pronounces lieutenant as “leftenant” 
  and prefers to be addressed as such) once commanded a 
  brigade of hippopotamus-headed giff mercenaries, but his 
  entire unit was captured by neogi slavers. Of them, he’s the 
  sole survivor. The neogi ship recently crashed in Icewind 
  Dale while pursuing the Id Ascendant—an illithid nautiloid 
  piloted by gnomish ceremorphs. In the chaos, Lieutenant 
  Prook managed to escape, but underestimated the cold.
  What They Want. While Lieutenant Prook’s immediate 
  goals are survival and recovery. Once out of the woods, 
  he plans to find a way to exact his revenge on the neogi 
  who enslaved him and killed his unit.
  Gruff and No-Nonsense. Lieutenant Prook doesn’t waste 
  time on pomp and circumstance; he focuses on his goals 
  with laser precision and those who question his orders 
  (yes, orders) or methods are quick to earn a scathing 
  admonishment. To that end, however, he’s loyal and 
  honorable without apology. He would throw down his life 
  to save those he considers allies.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Creature Statistics
  The following creatures appear in this adventure:
  Chwinga
  Chwinga
  Tiny elemental, neutral
  Armor Class 15
  Hit Points 5 (2d4)
  Speed 20 ft., climb 20 ft., swim 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1	(−5)	
  20	(+5)	
  10	(+0)	
  14	(+2)	
  16	(+3)	
  16	(+3)
  Skills	Acrobatics	+7,	Perception	+7,	Stealth	+7
  Senses blindsight 60 ft., passive Perception 17
  Languages —
  Challenge 0 (0 XP)
  Evasion.	When	the	chwinga	is	subjected	to	an	effect	that	allows	
  it to make a Dexterity saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The chwinga’s innate spellcasting ability is 
  Wisdom. It can innately cast the following spells, requiring no 
  material or verbal components:
  At will: druidcraft, guidance, pass without trace, resistance
  Unusual Nature. The chwinga doesn’t require air, food, or drink. 
  When	it	dies,	it	turns	into	a	handful	of	flower	petals,	a	cloud	of	
  pollen, a stone statuette resembling its former self, a tiny sphere 
  of smooth stone, or a puddle of fresh water (your choice).
  Actions
  Magical Gift (1/Day). The chwinga targets a humanoid it can see 
  within 5 feet of it. The target gains a supernatural charm of the 
  DM’s choice. See chapter 7 of the Dungeon Master’s Guide for 
  more information on supernatural charms.
  Natural Shelter. The chwinga magically takes shelter inside a 
  rock, a living plant, or a natural source of fresh water in its space. 
  The chwinga can’t be targeted by any attack, spell, or other 
  effect	while	inside	this	shelter,	and	the	shelter	doesn’t	impair	the	
  chwinga’s blindsight. The chwinga can use its action to emerge 
  from a shelter. If its shelter is destroyed, the chwinga is forced out 
  and appears in the shelter’s space, but is otherwise unharmed.
  Frost Giant
  Frost Giant
  Huge giant, neutral evil
  Armor Class 15 (patchwork armor)
  Hit Points	138	(12d12	+	60)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23	(+6)	
  9	(−1)	
  21	(+5)	
  9	(−1)	
  10	(+0)	
  12	(+1)
  Saving Throws	Con	+8,	Wis	+3,	Cha	+4
  Skills	Athletics	+9,	Perception	+3
  Damage Immunities cold
  Senses passive Perception 13
  Languages Giant
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack:	+9	to	hit,	reach	10	ft.,	one	target.	
  Hit:	25	(3d12	+	6)	slashing	damage.
  Rock. Ranged Weapon Attack:	+9	to	hit,	range	60/240	ft.,	one	
  target. Hit:	28	(4d10	+	6)	bludgeoning	damage.
  Frost Giant Servant
  Frost Giant Servant
  Huge giant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points	105	(10d12	+	40)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21	(+5)	
  8	(−1)	
  19	(+4)	
  5	(−3)	
  9	(−1)	
  6	(−2)
  Skills	Perception	+2
  Damage Immunities cold
  Senses passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack:	+8	to	hit,	reach	10	ft.,	one	
  target. Hit:	18	(3d8	+	5)	bludgeoning	damage.
  Rock. Ranged Weapon Attack:	+8	to	hit,	range	60/240	ft.,	one	
  target. Hit:	21	(3d10	+	5)	bludgeoning	damage.
  
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  DDAL10-06 The Fallen Star (v1.0)
  Giff
  Giff
  Medium humanoid (giff), lawful neutral
  Armor Class 16 (breastplate)
  Hit Points	60	(8d8	+	24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18	(+4)	
  14	(+2)	
  17	(+3)	
  11	(+0)	
  12	(+1)	
  12	(+1)
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Firearms Knowledge.	The	giff’s	mastery	of	its	weapons	enables	it	
  to ignore the loading property of muskets and pistols.
  Headfirst Charge.	The	giff	can	try	to	knock	a	creature	over;	if	the	
  giff	moves	at	least	20	feet	in	a	straight	line	that	ends	within	5	feet	
  of a Large or smaller creature, that creature must succeed on a 
  DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage 
  and be knocked prone.
  Actions
  Multiattack.	The	giff	makes	two	pistol	attacks.
  Longsword. Melee Weapon Attack:	+6	to	hit,	reach	5	ft.,	one	
  target. Hit:	8	(1d8	+	4)	slashing	damage,	or	9	(1d10	+	4)	slashing	
  damage if used with two hands.
  Musket. Ranged Weapon Attack:	+4	to	hit,	range	40/120	ft.,	one	
  target. Hit:	8	(1d12	+	2)	piercing	damage.
  Pistol. Ranged Weapon Attack:	+4	to	hit,	range	30/90	ft.,	one	
  target. Hit:	7	(1d10	+	2)	piercing	damage.
  Fragmentation Grenade (1/Day).	The	giff	throws	a	grenade	up	to	
  60 feet. Each creature within 20 feet of the grenade’s detonation 
  must make a DC 15 Dexterity saving throw, taking 17 (5d6) 
  piercing damage on a failed save, or half as much damage on a 
  successful one.
  Goliath Werebear
  Goliath Werebear
  Medium humanoid (goliath, shapechanger), neutral good
  Armor Class 10 in humanoid form, 12 (natural armor) in bear or 
  hybrid form
  Hit Points	161	(19d8	+	76)
  Speed 30 ft. (40 ft., swim 30 ft. in bear or hybrid form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20	(+5)	
  10	(+0)	
  18	(+4)	
  10	(+0)	
  15	(+2)	
  10	(+0)
  Skills	Athletics	+8,	Perception	+8,	Survival	+5
  Damage Vulnerabilities	fire
  Damage Resistances cold
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Senses passive Perception 18
  Languages Common, Giant (can’t speak in bear form)
  Challenge 8 (3,900 XP)
  Keen Smell. The werebear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Mountain Born. The werebear is acclimated to high altitude, 
  including elevations above 20,000 feet.
  Powerful Build (Humanoid Form Only). The werebear counts as 
  one size larger when determining its carrying capacity and the 
  weight it can push, drag, or lift.
  Shapechanger. The werebear can use its action to polymorph into 
  a Large bear-humanoid hybrid or into a Large polar bear, or back 
  into its goliath form. Its statistics, other than its size and AC, are 
  the same in each form. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies.
  Actions
  Multiattack. The werebear makes two melee attacks.
  Bite (Bear or Hybrid Form Only). Melee Weapon Attack:	+8	to	hit,	
  reach 5 ft., one creature. Hit:	16	(2d10	+	5)	piercing	damage.	If	the	
  target is a humanoid, it must succeed on a DC 15 Constitution 
  saving throw or be cursed with werebear lycanthropy, as described 
  in the Monster Manual.
  Claw (Bear or Hybrid Form Only). Melee Weapon Attack:	+8	to	hit,	
  reach 5 ft., one target. Hit:	14	(2d8	+	5)	slashing	damage.
  Greataxe (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack:	+8	to	hit,	reach	5	ft.,	one	target.	Hit:	11	(1d12	+	5)	
  slashing damage.
  Reactions
  Stone’s Endurance (Recharges after a Short or Long Rest). When 
  the werebear takes damage, it reduces the damage taken by 10 
  (1d12	+	4).
  
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  DDAL10-06 The Fallen Star (v1.0)
  Hydra
  Hydra
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points	172	(15d12	+	75)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20	(+5)	
  12	(+1)	
  20	(+5)	
  2	(−4)	
  10	(+0)	
  7	(−2)
  Skills Perception	+6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 8 (3,900 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads.	The	hydra	has	five	heads.	While	it	has	more	than	
  one head, the hydra has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious. 
   Whenever the hydra takes 25 or more damage in a single turn, 
  one of its heads dies. If all its heads die, the hydra dies. 
   At the end of its turn, it grows two heads for each of its heads 
  that	died	since	its	last	turn,	unless	it	has	taken	fire	damage	
  since its last turn. The hydra regains 10 hit points for each head 
  regrown in this way.
  Reactive Heads. For each head the hydra has beyond one, it gets 
  an extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it 
  has heads.
  Bite. Melee Weapon Attack:	+8	to	hit,	reach	10	ft.,	one	target.	Hit: 
  10	(1d10	+	5)	piercing	damage.
  Ice Troll
  Ice Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points	115	(10d10	+	60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18	(+4)	
  8	(−1)	
  22	(+6)	
  7	(−2)	
  9	(−1)	
  7	(−2)
  Skills	Perception	+2
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 8 (3,900 XP)
  Cold Aura. While it’s alive, the troll generates an aura of bitter 
  cold	that	fills	the	area	within	10	feet	of	it.	At	the	start	of	the	troll’s	
  turn,	all	nonmagical	flames	in	the	aura	are	extinguished.	Any	
  creature that starts its turn within 10 feet of the troll takes 10 
  (3d6) cold damage.
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of each 
  of	its	turn.	If	the	troll	takes	acid	or	fire	damage,	this	trait	doesn’t	
  function at the start of its next turn. The troll dies only if it starts 
  its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack:	+7	to	hit,	reach	5	ft.,	one	target.	Hit: 7 
  (1d6	+	4)	piercing	damage	plus	9	(2d8)	cold	damage.
  Claw. Melee Weapon Attack:	+7	to	hit,	reach	5	ft.,	one	target.	Hit: 
  11	(2d6	+	4)	slashing	damage	plus	9	(2d8)	cold	damage.	If	the	
  target takes any of the cold damage, the target must succeed on 
  a DC 15 Constitution saving throw or have disadvantage on its 
  attack rolls until the end of its next turn.
  Icewind Kobold
  Icewind Kobold
  Small humanoid (kobold), any alignment
  Armor Class 14 (hide armor)
  Hit Points	9	(2d6	+	2)
  Speed 30 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7	(−2)	
  15	(+2)	
  12	(+1)	
  8	(−1)	
  8	(−1)	
  8	(−1)
  Saving Throws Dex	+4,	Con	+3
  Skills Perception	+1,	Stealth	+4,	Survival	+1
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1/8	(25	XP)
  Pack Tactics. The kobold has advantage on an attack roll against a 
  creature if at least one of the kobold’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Dagger. Melee or Ranged Weapon Attack:	+4	to	hit,	reach	5	ft.	or	
  range	20/60	ft.,	one	target.	Hit:	4	(1d4	+	2)	piercing	damage.
  Javelin. Melee or Ranged Weapon Attack:	+0	to	hit,	reach	5	ft.	or	
  range	30/120	ft.,	one	target.	Hit:	1	(1d6	−	2)	piercing	damage.
  
  22
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  Kobold Vampire Spawn
  Kobold Vampire Spawn
  Small undead, neutral evil
  Armor Class 14
  Hit Points	39	(6d6	+	18)
  Speed 30 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10	(+0)	
  18	(+4)	
  16	(+3)	
  8	(−1)	
  8	(−1)	
  8	(−1)
  Saving Throws	Dex	+6,	Wis	+1
  Skills	Perception	+1,	Stealth	+6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Pack Tactics. The vampire has advantage on an attack roll against 
  a creature if at least one of the vampire’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Regeneration. The vampire regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and isn’t in sunlight or running 
  water. If the vampire takes radiant damage or damage from holy 
  water, this trait doesn’t function at the start of its next turn.
  Unusual Nature. The vampire doesn’t require air.
  Vampire Weaknesses.	The	vampire	has	the	following	flaws:
  Forbiddance. The vampire can’t enter a residence without an invi-
  tation from one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid damage 
  when it starts its turn in running water.
  Stake to the Heart. The vampire is destroyed if a piercing weapon 
  made of wood is driven into its heart while it is incapacitated in 
  its resting place.
  Sunlight Hypersensitivity. The vampire takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has dis-
  advantage on attack rolls and ability checks.
  Actions
  Bite. Melee Weapon Attack:	+6	to	hit,	reach	5	ft.,	one	creature.	Hit: 
  6	(1d4	+	4)	piercing	damage	plus	5	(2d4)	necrotic	damage.	The	
  target’s hit point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vampire regains hit points equal 
  to	that	amount.	The	reduction	lasts	until	the	target	finishes	a	long	
  rest. The target dies if its hit point maximum is reduced to 0.
  Living Blade of Disaster
  Living Blade of Disaster
  Small construct, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points	67	(9d6	+	36)
  Speed 0	ft.,	fly	30	ft.	(hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10	(+0)	
  16	(+3)	
  19	(+4)	
  6	(−2)	
  10	(+0)	
  3	(−4)
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities blinded, deafened, exhaustion, grappled, 
  paralyzed,	petrified,	poisoned,	restrained,	unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 8 (3,900 XP)
  Magic Resistance. The living spell has advantage on saving throws 
  against	spells	and	other	magical	effects.
  Unfettered. The living spell can move through any barrier, even a 
  wall of magical force.
  Unusual Nature. The living spell doesn’t require air, food, 
  drink, or sleep.
  Actions
  Force Blade. Melee Spell Attack:	+6	to	hit,	reach	5	ft.,	one	target.	
  Hit: 26 (4d12) force damage, unless the living spell rolled an 18 
  or higher on the d20 for the attack, in which case the attack is a 
  critical hit that deals 78 (12d12) force damage instead.
  Reactions
  Preemptive Strike. The living spell makes a melee attack against a 
  creature that starts its turn within 5 feet of the living spell.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  Mammoth
  Mammoth
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points	126	(11d12	+	55)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24	(+7)	
  9	(−1)	
  21	(+5)	
  3	(−4)	
  11	(+0)	
  6	(−2)
  Senses passive Perception 10
  Languages —
  Challenge 6 (2,300 XP)
  Trampling Charge. If the mammoth moves at least 20 feet straight 
  toward a creature and then hits it with a gore attack on the same 
  turn, that target must succeed on a DC 18 Strength saving throw 
  or be knocked prone. If the target is prone, the mammoth can 
  make one stomp attack against it as a bonus action.
  Actions
  Gore. Melee Weapon Attack:	+10	to	hit,	reach	10	ft.,	one	target.	
  Hit:	25	(4d8	+	7)	piercing	damage.
  Stomp. Melee Weapon Attack:	+10	to	hit,	reach	5	ft.,	one	prone	
  creature. Hit:	29	(4d10	+	7)	bludgeoning	damage.
  Winter Wolf
  Winter Wolf
  Large monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points	75	(10d10	+	20)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18	(+4)	
  13	(+1)	
  14	(+2)	
  7	(−2)	
  12	(+1)	
  8	(−1)
  Skills	Perception	+5,	Stealth	+3
  Damage Immunities cold
  Senses passive Perception 15
  Languages Common, Giant, Winter Wolf
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Snow Camouflage. The wolf has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Bite. Melee Weapon Attack:	+6	to	hit,	reach	5	ft.,	one	target.	Hit: 
  11	(2d6	+	4)	piercing	damage.	If	the	target	is	a	creature,	it	must	
  succeed on a DC 14 Strength saving throw or be knocked prone.
  Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing 
  wind in a 15-foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  Young White Dragon
  Young White Dragon
  Large dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points	133	(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)	
  11	(+0)	
  12	(+1)
  Saving Throws	Dex	+3,	Con	+7,	Wis	+3,	Cha	+4
  Skills	Perception	+6,	Stealth	+3
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  Languages Common, Draconic
  Challenge 6 (2,300 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.
  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)	cold	damage.
  Claw. Melee Weapon Attack:	+7	to	hit,	reach	5	ft.,	one	target.	Hit: 
  11	(2d6	+	4)	slashing	damage.
  Cold 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 45 (10d8) cold damage on a 
  failed save, or half as much damage on a successful one.
  
  24
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  Nararhak Tree-Eye 
  Nararhak Tree-Eye 
  Thuunlakalaga (Spellcaster 
  Thuunlakalaga (Spellcaster 
  Sidekick)
  Sidekick)
  Medium humanoid (goliath), lawful neutral
  Armor Class 13 (studded leather)
  Hit Points 31 (7d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 10	(+0)	
  12	(+1)	
  10	(+0)	
  15	(+2)	
  16	(+3)	
  13	(+1)
  Saving Throws Wis	+6
  Skills	Arcana	+5,	Investigation	+5,	Nature	+5,	Religion	+5
  Damage Resistances cold
  Senses passive Perception 13
  Languages Common, Druidic, Giant
  Spellcasting (Healer). Nararhak is a 7th-level spellcaster. Their 
  spellcasting	ability	is	Wisdom	(spell	save	DC	14,	+6	to	hit	with	
  spell attacks). Nararhak has the following spells prepared:
  Cantrips (at will): guidance, produce flame, shillelagh
  1st level (): cure wounds, entangle, thunderwave
  2nd level (): flame blade, lesser restoration
  Potent Cantrips.	Nararhak	adds	their	Wisdom	modifier	to	the	
  damage they deal with any cantrip.
  Actions
  Club. Melee Weapon Attack:	+3	to	hit	(+6	with	shillelagh), reach 5 
  ft., one target. Hit:	2	(1d4)	bludgeoning	damage,	or	7	(1d8	+	3)	
  bludgeoning damage with shillelagh.
  Thuunlakalaga Hunter 
  Thuunlakalaga Hunter 
  (Warrior Sidekick)
  (Warrior Sidekick)
  Medium humanoid (goliath), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points	45	(7d8	+	14)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 16	(+3)	
  15	(+2)	
  14	(+2)	
  10	(+0)	
  12	(+1)	
  10	(+0)
  Saving Throws Con	+5
  Skills	Athletics	+6,	Perception	+4,	Survival	+4
  Damage Resistances cold
  Senses passive Perception 14
  Languages Common, Giant
  Battle Readiness. The hunter has advantage on initiative rolls.
  Extra Attack. The hunter can attack twice, instead of once, 
  whenever it takes the Attack action.
  Improved Critical. The hunter’s attack rolls score a critical hit on a 
  roll of 19 or 20 on the d20.
  Martial Role. The hunter has one of the following traits:
   Attacker.	The	hunter	gains	a	+2	bonus	to	attack	rolls	(not	
  included below). 
   Defender. The hunter gains the Disruption reaction, below.
  Actions
  Longsword. Melee Weapon Attack:	+6	to	hit,	reach	5	ft.,	one	
  target. Hit:	7	(1d8	+	3)	slashing	damage,	or	8	(1d10	+	3)	slashing	
  damage if used with two hands.
  Longbow. Ranged Weapon Attack:	+5	to	hit,	range	150/600	ft.,	one	
  target. Hit:	6	(1d8	+	2)	piercing	damage.
  Bonus Action
  Second Wind (Recharges after a Short or Long Rest). The hunter 
  regains	1d10	+	7	hit	points.
  Reaction
  Disruption (Defender Only). When a creature within 5 feet of 
  the hunter makes an attack roll against a creature that isn’t the 
  hunter, the hunter can impose disadvantage on the attack roll, 
  provided they can see the attacker.
  Handout 1: Sidekick Statistics
  Handout 1: Sidekick Statistics
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  The characters may earn the following rewards during this 
  adventure:
  Magic Items
  Chime of Opening
  Wondrous item, rare
  This squat, black rod has a matte finish and a couple of flat 
  switches and dials at one end.
   This hollow metal tube measures about 1 foot long and 
  weighs 1 pound. You can strike it as an action, pointing it at 
  an object within 120 feet of you that can be opened, such 
  as a door, lid, or lock. The chime issues a clear tone, and 
  one lock or latch on the object opens unless the sound can’t 
  reach the object. If no locks or latches remain, the object 
  itself opens.
   The chime can be used ten times. After the tenth time it 
  cracks and becomes useless.
  Potion of Climbing
  Potion, common
  This potion’s container is a translucent, blue egg capsule 
  that can easily fit inside a person’s mouth. The capsule’s 
  shell dissolves when consumed, activating the liquid inside 
  and releasing hundreds of minute spiderlike creatures 
  which crawl down the drinker’s throat and break apart 
  inside the body, administering the potion’s magical 
  properties.
   When you drink this potion, you gain a climbing speed 
  equal to your walking speed for 1 hour. During this time, 
  you have advantage on Strength (Athletics) checks you 
  make to climb. The potion is separated into brown, silver, 
  and gray layers resembling bands of stone. Shaking the 
  capsule fails to mix the colors.
  Potion of Greater Healing
  Potion, uncommon
  This potion’s container is a translucent, silver egg capsule 
  that can easily fit inside a person’s mouth. The capsule’s 
  shell dissolves when consumed, activating the liquid inside 
  and releasing hundreds of minute spiderlike creatures 
  which crawl down the drinker’s throat and break apart 
  inside the body, administering potent healing.
   You regain 4d4 + 4 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated.
  Prosthetic Limb
  Wondrous item, common
  This high-performance, alien technology resembles a 
  polished obsidian spider leg with gold web designs. When 
  attached, its off-world materials fold in on themselves and 
  reconfigure into the desired limb.
   This item replaces a lost limb—a hand, an arm, a foot, a 
  leg, or a similar body part. While the prosthetic is attached, 
  it functions identically to the part it replaces. You can 
  detach or reattach it as an action, and it can’t be removed 
  against your will. It detaches if you die.
  Story Awards
  Captured Goliaths
  Nararhak Tree-Eye and some of the goliath hunters 
  you encountered were captured by spiderlike creatures 
  Lieutenant Prook calls “neogi.”
  Handout 2: Character Rewards
  Handout 2: Character Rewards
  
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  Appendix A:  
  Appendix A:  
  Ice Troll Cave Map
  Ice Troll Cave Map
  
  27
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-06 The Fallen Star (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play too, but if they play a 
  different hardcover adventure, they can’t return to the first 
  if they level beyond its level range.
  New to D&D Adventurers League?
  https://dnd.wizards.com/ddal_general
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiarize yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure—such as notecards, a DM 
  screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception) score, and anything the 
  adventures specifies as notable (such as backgrounds, 
  traits, and flaws).
   Players can play an adventure they previously played 
  as a player or DM, but may only play it once with a given 
  character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold, and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether 
  they completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure nothing looks out of 
  order. If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they can’t, feel free 
  to restrict item use or ask them to use a standard ability 
  score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  New Players? No Problem!
  With starter adventures like this one it’s possible you may 
  have	players	new	to	D&D,	or	just	new	to	fifth	edition.	It’s	up	
  to you as the DM to ensure they a) have fun with the game 
  and b) learn the basics of how to play. At this level, having fun 
  is more important than learning every rule exactly right. Be 
  gentle with new players who make mistakes.
   Make sure to keep your players smiling and rolling dice. 
  Be positive and enthusiastic when describing the action, and 
  you’ll notice they quickly follow suit.
   If you’re a new DM, then welcome—and thank you! New 
  DMs are the lifeblood of the D&D community. This adventure 
  includes sidebars like this one that explain of some rules used 
  as the adventure progresses!
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the characters’ levels and divide the total 
  by the number of characters (rounding .5 or greater up; .4 
  or less down). This is the group’s average party level (APL). 
  To approximate the party strength for the adventure, 
  consult the table below.
  Determining Party Strength
  Party Composition
  Party Strength
  3–4 characters, APL less than
  Very Weak
  3–4 characters, APL equivalent
  Weak
  3–4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than
  Strong
  6–7 characters, APL less than
  Average
  6–7 characters, APL equivalent
  Strong
  6–7 characters, APL greater than
  Very Strong
  Safety Tools
  Safety tools ensure that players aren’t pushed beyond their 
  comfort levels. They let your players know you want them to 
  have a positive experience.
   A broad range of safety tools are available for you and your 
  players online, but for more information reach out to your 
  Event Organizer or to community@dndadventurersleague.org
  Appendix B: 
  Appendix B: 
  Dungeon Master Tips
  Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL10-06 - The_Fallen_Star.pdf