TEXT: DC-PoA-CONMAR-03 
   
   
   
   
  Unfrozen 
  – when you can’t let it go  
   
   
  As Termalaine is getting warmer the agents of the Frostmaiden are looking for the reason, 
  attacking anything in their path. The local Ten-Towners do not seem concerned, but maybe a 
  Reghed tribe can help? It is time for adventurers to save the day. Again. 
  This is a part of the Oar’s Rest adventure series. 
  A Two or Four-Hour Season 10 Adventure for Tier 1 Characters. Optimized for APL 3. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  2
  Credits 
   
  Designer: Espen Alme Ellingsen  
  Co-designer: Martine Lassen 
   
  Feedback: Jeremy Cheong, Adrian Francisco 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art: Espen Alme Ellingsen 
  Maps: Espen Alme Ellingsen and Martine Lassen 
   
   
  D&D Adventurers League Wizards Team: Lea Heleotis, 
  Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls,  
  Ray Winninger 
   
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Ma’at Crook, LaTia 
  Jacquise, Claire Hoffman, Greg Marks, Shawn Merwin, 
  Will Doyle 
   
  Playtesters: SnippSnapp, Roland, Tom D’Candyman, kriise, 
  Espen Brenli, TaCtheHERO, propaganda, Sandra H., and 
  Tsukuyomi the Great and Powerful 
   
  Dungeoncraft Details 
   
  Adventure Seed: The Warmest Day 
   
  Adventure Seed Hook: The town of Termalaine is 
  experiencing a strangely warm day and the sun seems to be 
  almost shining on the town, causing people to rejoice! 
  Unfortunately, the warmth is not a good omen. 
   
  Adventure Seed Rewards (two-hours): potion of healing, 
  smoldering armor (breastplate) 
   
  Adventure Seed Rewards (four-hours): add eversmoking 
  bottle 
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  3
  Adventure Primer 
  This adventure is designed for three to seven 1-
  4-level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure.  
   This adventure occurs north-east of Maer 
  Dualdon in Icewind Dale. 
  Background 
  The days have suddenly grown a lot warmer in 
  the towns of TERMALAINE and LONELYWOOD 
  lately, almost reaching the sweltering 
  temperatures of summer. This has mostly been 
  greeted with great joy. Granted, one or two 
  knucklehead trout fishers fell through the ice of 
  Maer Dualdon, but nobody was seriously hurt. 
  Some dared to hope that the eternal winter 
  would finally give up its frigid grip and allow 
  summer once more. Some falsely claim to have 
  seen the sun above the horizon. Curiously, no 
  other town in Icewind Dale seems to have 
  benefitted from the fortunate turn in 
  temperature. 
   All is not well though. At night the 
  temperatures once again drop to previous, 
  freezing levels - and possibly even colder. What's 
  more, the agents of the FROSTMAIDEN have 
  suddenly appeared in great numbers, roaming 
  the land, seemingly searching for something. 
  With time, the warm weather no longer seems to 
  be so much like a blessing, and more like a curse. 
  Surely this weather cannot be natural, and it 
  seems to anger the Frostmaiden greatly, as she 
  does not allow powerful weather altering spells 
  to be cast within Icewind Dale. 
   In reality, HRIMGERD, a Bheur hag of the 
  Lonelywood forest is casting CONTROL 
  WEATHER to create the suddenly mild weather. 
  She is avoiding detection by casting her spell 
  from the top of an ancient Rheged Barbarian 
  mound.  
   The reason she is casting this spell is because 
  she searches for the entrance to a hidden cavern, 
  where she and her coven hid a treasure. She 
  forgot the cave’s location and believes it has 
  been lost under snow and ice. By casting the 
  spell, she hopes to melt it enough to reveal the 
  cave opening, and have her minions scour the 
  Lonelywood forest. The cave’s true location is 
  revealed in DC-PoA-KCB-MBL – The Stolen Curse. 
   Auril still notice the casting in the area and her 
  agents are out hunting for the culprit. Unable to 
  pinpoint the caster, they roam the area, attacking 
  anyone they come across, striking fear and death 
  in the fishermen and lumberjacks from 
  Termalaine and Lonelywood. 
  Frostmaiden’s Revenge 
  For more information see 'Frostmaidens Revenge' in the 
  'Black Cabin'-section of chapter 2 in Icewind Dale: Rime 
  of the Frostmaiden. 
  Overview 
  The adventure’s story is spread over three parts 
  and takes four hours to play. The playtime can 
  be reduced to two hours by following the 
  directions in the sidebars. 
   Part 1: Warm Days and Cold Nights. The 
  characters realize the weather is acting 
  strange. This is the Call to Action. 
   Part 2: Locating the Mound. Locating where 
  the spell is cast is Story Objective A. 
   Part 3: Breaking the Ward. Preventing the 
  spell to be continued is Story Objective B. 
  Adventure Hooks 
   Bounty Hunters. The characters are in the 
  area looking for work.  
   Oar’s Rest. Characters who have played other 
  adventures in the Oar’s Rest series might be 
  looking for or accompanying Linric. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  4
  Part 1: Warm Days and Cold Nights 
  Estimated Duration (Two-hour version): 20 minutes 
  Estimated Duration (Four-hour version): 60 minutes 
  The characters notice the weather is acting 
  strangely and are sent to investigate.  
  This is the Call to Action. 
  Two-hour Version 
  If playing this adventure as a two-hour version start 
  directly at Scene C. Allow the characters a glimpse of the 
  coldlight walker in Scene B before Linric shares the 
  information from Part 1, then move straight to Part 2. 
  Scene A: Termalaine 
  The characters are in Termalaine and can 
  interact with random people in town. 
  Whether you have stayed in the town of 
  Termalaine a while, or just arrived, you have come 
  to realize that the ever-present chill that has 
  engulfed Icewind Dale seems to have loosened its 
  grip in the area.  
  Area Information 
  More information about Termalaine can be 
  found in Icewind Dale: Rime of the Frostmaiden.  
   The Eastside Inn. This is the only inn in 
  Termalaine, and the most likely place where the 
  characters will stay. The inn looks like a cluster 
  of separate buildings but is in fact a single 
  complex connected by underground tunnels.  
   The Blue Clam. This dockside tavern by Maer 
  Dualdon is famous for its lively hearths and spicy 
  fish chowder.  
  Creature Information 
  The town is filled with humanoids of all kinds, 
  such as Crystal (she/her, tiefling gemstone 
  miner), Buck Wheat and Breadly (both he/him, 
  dwarven baker and goblin assistant), Mx. Axeley 
  (they/them, half-orc butcher), and Chandler 
  (he/him, human chandler). 
   What do they know? No one knows what is 
  causing the heat but talking to different people 
  will provide the following information. 
   Accidents. A few ice fishers have fallen 
  through the ice, but no one was hurt. 
  Sudden Change. The change in temperature 
  happened suddenly, starting about a tenday back. 
  Unnatural Boundary. About a mile south of 
  Termalaine the temperature seemingly changes 
  by several degrees within just a few steps. 
   Termalaine and Lonelywood. Of the Ten 
  Towns, only Termalaine and Lonelywood are 
  experiencing the same warm weather. 
   Rythmic. The weather pattern is remarkably 
  regular. The warmth is only felt during the day, 
  the nights are still as cold as they were before. 
   Natural. Some claim that changes in climate 
  are natural and it’s just the cycle of nature. 
   Blessing. Some people think of the warming as 
  a blessing or a boon from Auril after sacrificing 
  their warmth. 
   Sun? Some claim to have seen the sun rise 
  above the horizon and believe winter is over. 
  This is untrue. 
   Stacking Firewood. Bark up or down? The 
  discussion never gets old and the party can 
  overhear a pair of dwarves in heated discussion. 
   Reindeer. A young man is walking through 
  town with a reindeer, trying to have people 
  accept them indoors with little luck. He insists 
  that reindeer are better than people. 
   What do they want? Most people are happy 
  with the change and is eager to see spring return. 
  Playing the Pillars 
  Here are some suggestions for Part 1: 
   Combat: In Scene B, the characters can be the heroes 
  by fighting the attacking agents of the Frostmaiden. 
   Exploration: The characters can explore the town of 
  Termalaine in Scene A and B. 
   Social: This is the main pillar for this part. There 
  should be plenty of people to interact with in the town.  
  Developments 
  Once the characters have gathered information, 
  a blizzard is approaching.  
   If played as a four-hour-adventure, proceed to 
  Scene B.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  5
  Scene B: Frostmaiden Agents 
  As evening approaches, the weather takes a turn 
  for the worse. A terrible blizzard starts blowing 
  through town, and the characters seek refuge in 
  The Blue Clam Tavern or The Eastside Inn. 
  As you are eating a hearty steak or drinking some 
  mulled wine, a scream pierces the raging blizzard 
  from outside. Going outside you can make out the 
  screams of a poor townsman.  
   The scene is almost lost in the blizzard, but as 
  you move closer, you see the man is being attacked 
  by what looks like a person in a heavy, ragged 
  cloak. He seems to emit a strange cold, spectral 
  light, and as he turns his face to you, a stark, 
  blinding light glares at you from under the heavy 
  cowl, where a face should have been. 
   The townsman falls dead to the ground, frozen in 
  a block of ice. 
  Area Information 
   Dimensions & Terrain. The encounter takes 
  place in the streets of Termalaine in a Blizzard. 
  Large icicles have formed on the nearby roofs, 
  looming ominously overhead. 
   Lighting. It is darkness and a blizzard. The 
  building gives off some light up to 30 feet, and a 
  few lamp posts. The coldlight walker emits 
  bright light in a 20 feet radius, and dim light for 
  another 20 feet.  
  Blizzards 
  A blizzard imposes disadvantage on ranged weapon 
  attack rolls. It also imposes disadvantage on Wisdom 
  (Perception) checks that rely on hearing or sight unless 
  they have eye protection. 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 is flying by 
  nonmagical means and can’t hover. 
    Any creature that is concentrating on a spell must 
  succeed on a 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. 
  Creature Information 
  The party is attacked by a coldlight walker and 
  an ice mephit, which is concealed as an icicle.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  Weak and Very Weak: The coldlight walker only uses 
  melee attacks for 7 damage, and moves on after one 
  round, leaving three ice mephitis.  
  Strong: Add two ice mephits  
  Very Strong: Add five ice mephits  
   
  Encounter Difficulty: Deadly 
  Goal: Give credence to the threat from the Frostmaiden 
  Support: If needed, allow town guards to aid. 
   What do they know? The corpse will only be 
  able to relay memories of pain and cold. The 
  agents of Auril knows someone is casting 
  powerful magic. 
   What do they want? The agents want to 
  punish anyone giving off any warmth. 
   Frozen Body. The frozen corpse of the 
  townsman will not thaw for the next nine days, 
  regardless of temperature or any heat. 
  Developments 
  Once the threat has been dealt with and the 
  frozen body has been discovered, the characters 
  can learn that several similar bodies, that also 
  refuse to thaw despite the unusual heat, have 
  been discovered lately. Proceed to Scene C. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  6
  Scene C: Weather Forecast 
  The blizzard keeps howling and a halfling is 
  calling for the characters’ attention. Impressed 
  by how they dealt with the agents of Auril, he is 
  asking for assistance.  
   
  Creature Information 
  The halfling is Linric (chaotic neutral, he/him), a 
  traveller from Oar’s Rest, by the Moonsea. 
   What do they know? Linric can relate any of 
  the information points from Scene A. He is 
  convinced that the change in temperature is 
  because of a control weather spell, which is 
  strange, considering the Frostmaiden does not 
  allow such magic in Icewind Dale. Auril would 
  never use her powers to create heat, and 
  probably have sent the creatures to stop it. If the 
  casting of weather magic continues, it might 
  infuriate Auril even more, and who knows what 
  manner of punishment she might send then. 
   What do they want? Linric is looking for rare 
  herbs that only survive in the cold. Oh, and 
  stopping Auril’s agents, of course… He cannot 
  offer much in the way of monetary reward but is 
  willing to give the characters a healing draught 
  he has brewed (a potion of healing). 
   Gambling Habit. Linric never turns down a 
  game, and will happily join the characters in 
  playing cards, dice or Dragonchess, which is his 
  favorite. Use the rules in the sidebar or make up 
  your own. The potion of healing can also be won 
  in this manner. 
  Dragonchess 
  The Dragonchess board has three tiers.  
   Over five rounds a character makes any ability check 
  within the DM’s discretion versus Linric’s Intelligence 
  (+1). Examples include, but are not limited to, to use 
  Intelligence (History) to remember how Dragonchess 
  usually is played in these parts, Charisma (Insight) to 
  deduct what Linric might do next round or Wisdom 
  (Perception) to get a good overview of the board. 
  Characters may apply their proficiency bonus to any 
  ability check if they are proficient with Dragonchess. 
   The highest total roll in the contest wins the round. 
  The first to win three rounds wins the game.  
  Reaching 12  
  This is a game of dice where the goal is to reach 12, or 
  be last person standing. The players start rolling 2d6. 1 
  is worth 1 or 10, which means that the combinations of 
  1 and 2, or 6 and 6 both win. After the first throw the 
  players can choose to roll another die or not. If they get 
  more than 12, they are out of that round. Characters 
  proficient in Dice can reroll one die once per round.  
  Three Dragon Ante  
  This is a game of cards with a deck of 70 cards. Each 
  card represents either a dragon or a mortal and a 
  strength between 1 and 13. Each player is dealt a hand 
  of six cards at the start of each round.  
   There are three rounds. Make contested rolls against 
  Linric’s Intelligence and just like with Dragonchess, the 
  character can make any ability check, adding proficiency 
  bonus if they are proficient with Three Dragon Ante. 
  Developments 
  To protect the Ten-Towns from further harm, 
  Linric urges the party to locate the source of the 
  spell and stop it from being cast.  
   
  The characters may rest and when they are 
  ready to leave, proceed to Part 2.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  7
  Part 2: Locating the Mound 
  Estimated Duration (Two-hour version): 30-50 minutes 
  Estimated Duration (Four-hour version): 50 minutes 
  The characters must locate the source of the 
  spell. This is Story Objective A. While doing so, 
  they are travelling the area and connect with the 
  local Reghed tribe. 
  Playing the Pillars 
  Here are some suggestions for Part 3: 
  Combat: Entrance to the mound could be achieved 
  through fighting (see Scene D). 
  Exploration: This is the main pillar of this episode, as the 
  characters seek the mound needs and what lies within. 
  Social: Additional background information could also 
  become available to them through talking to the Reghed 
  barbarians (see Scene B). Getting into the mound can be 
  achieved by social interactions (see Scene E). 
  Scene A: The Search 
  As morning arrives, the storm suddenly calls to a 
  halt. The characters must locate the origin of the 
  spell to prevent it from being cast. 
  As you prepare to set out, Linric Beltbuckle 
  approaches you once again. “I’m unable to come 
  with you, I’m afraid” he says defectively, “I’ve 
  already made plans. But I’m sure you can handle 
  yourselves.” 
   He looks to each of you and, perhaps detecting a 
  slight worry in your eyes, he leans in and adds 
  “Look, I realize you might be worried about the 
  powerful magic at work here – and facing whoever 
  wields it, but remember – if I am right in my 
  presumption, all you have to do is find and disable 
  whatever is cloaking the casting from Auril, and 
  once that is done, the Frostmaiden herself will take 
  care of the rest.” He turns away, shuffling off to do 
  his previous engagement, but before he’s gone 
  entirely, he turns back to you and mutters a low 
  “Good luck, you’ll probably need it”. 
  The Mission 
  Make sure the players realize they don’t have to fight 
  the caster, but only need to prevent her from being 
  protected from Auril’s sight.  
  Area Information 
  The area around Termalaine is forest to the 
  north and frozen tundra everywhere else (see 
  Appendix 1 for a map of the area). 
   Dimensions & Terrain. During the day the 
  snow is melting and turns into slush as the day 
  goes by, making it difficult terrain. Small, snowy 
  hills are covering the area.  
   Bremen’s Run. The valley of Bremen’s Run 
  runs parallel with Dwarven Valley between 
  Termalaine and Kelvin’s Cairn. A Reghed tribe of 
  the Elks has set up camp in the middle of the 
  valley. 
   Lighting. Icewind Dale sees only four hours of 
  twilight per day. Other forms of natural light 
  come only from the aurora that Auril creates 
  every night. 
  Two-hour Version  
  If playing this adventure as a two-hour version allow 
  Linric to point in the direction of the Reghed tribe. 
  Hjortvar can in turn let the characters know the outline 
  of the effect. 
  Developments 
  Allow the characters to explore the area as they 
  see fit. They can locate the mound by any 
  reasonable means. Award role-playing by 
  allowing them to close in on the location. 
  Examples of how to locate the area: 
   Triangulating by following the outline of the 
  spell area, based on the sudden change in 
  temperature (see Appendix 1 for outline).  
   Interacting with the local people or wildlife. 
   Using knowledge of the arcane or familiarity 
  with the weave to sense the direction. 
   The character with the highest Arcana 
  modifier might hear a faint song originating 
  from the mound. 
  While the characters are searching, proceed to 
  Scene B. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  8
  Scene B: Ancient Wisdom 
  As the characters traverse the open landscape of 
  the Bremen’s Run valley, they come across a 
  band of humans. They are setting up a ritual, but 
  the sudden slush and sogginess from all the 
  snow melting has made it difficult for them to 
  light fires. 
  Creature Information 
  They are 20 Reghed tribesmen, clad in furs and 
  cloaks despite the sudden heat. They are 
  cautious if approached, but not threatening. 
  Their leader is Hjorthvar (a veteran), four of the 
  tribesmen are berserkers and the remaining 
  fifteen are tribal warriors. 
   What do they know? They know that the heat 
  is unnatural, and any other information from 
  Part 1. 
   What do they want? They want to light the 
  fires and perform their ritual. If the characters 
  help the barbarians light their fires, either by 
  using appropriate magic, or with a DC 12 
  Wisdom (Survival) check, they become more 
  friendly and are willing to talk to the characters. 
  They want the weather to return to normal. 
   Story. Once the characters have gained 
  Hjortvar’s trust, he invites them to listen: 
  “According to the tales from the elders, this very 
  place was once the scene of one of the most 
  ferocious battles in Icewind Dale, prior to the 
  Southerners arriving and building towns.” 
   
  “It is said that a man came to the Dale. His stare 
  was as hard and cold as the very winter gale. I it 
  said he was a chosen of the Frostmaiden herself. 
  Through force and guile, he ventured to unite all 
  the barbarian tribes of the Dale, to lead them 
  south past the Spine of the World, to raid and 
  plunder the lands of the Southmen.” 
   
  “Many tribes fell for his promises of power and 
  riches. The tribes of the Bear, Tiger, and Wolf 
  gladly joined his cause. Others though, such as the 
  tribe of the Elk, and at that time the tribes of the 
  Caribou and the Seal, were not swayed by his 
  words, and refused to join.” 
   
  “It all came to a head when the tribes of the Bear, 
  Tiger and Wolf, led by their foreign Warlord, 
  cornered the tribe of the Elk and their allies, the 
  Caribou and the Seal, here in this valley that the 
  Southmen call Bremen’s Run. Vastly outnumbered, 
  they made their stand regardless, and despite the 
  unfavorable odds, they carried the day, driving 
  wave upon wave of Bear, Tiger, and Wolf 
  tribesmen back, finally sending them fleeing, when 
  their mysterious leader was defeated. Even Auril’s 
  blessing could not save him.” 
   
  “The number of dead were immense, the snow 
  soaked red with blood so deep it was said it took 
  years before the snow in the valley again was 
  completely white. Already back then the tribes of 
  the Caribou and the Seal were in decline, and their 
  numbers were scarce. Though they fought valiantly 
  that day, so many were slain, it is said this battle 
  was one of the main reasons the two tribes 
  eventually disappeared altogether.” 
   
  “So, therefore we are here on this day. To mourn 
  the fallen, and to give remembrance to the brave 
  tribes of the Caribou and the Seal.” 
   Mysterious Warlord. If asked, he can supply 
  some extra information: 
   By all accounts the Warlord was not from the 
  dale, but no one knows whence. 
   It was said that the Warlord was a powerful 
  warrior and sorcerer. 
   Legends claim the Warlord could not be slain, 
  merely contained. To stop the Frostmaiden 
  from bringing her servant back, powerful 
  wards were placed over the burial place, to 
  keep him hidden from her sight. 
   Creating such a ward would require immense 
  power, but perhaps the blood sacrifice of those 
  slain on the battlefield here would suffice. If so, 
  the burial place cannot be too far away. 
  Developments 
  Return to Scene A if the characters keep 
  searching. Once they locate the mound, proceed 
  to Scene C.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  9
  Scene C: Arrival at the Mound 
  The characters arrive at the burial mound. 
  After hours of trudging through the soggy slush on 
  the ground you finally arrive at what you assume 
  must be the center and root of this strange 
  weather. Ahead of you, nested within the valley 
  called Bremen’s Run is a mound of earth, clearly 
  man made. Almost circular in shape, it stands some 
  30 feet above the ground at the highest point. 
  Large stone menhirs are raised in a spiral-like 
  pattern all the way from the base up to the 
  summit. At one side, a smaller mound protrudes 
  from the side of the main mound. 
  If the characters arrive during the day, add the 
  following: 
  From your vantage point, still nearly a quarter of a 
  mile away, you can make out several large 
  humanoid creatures, at least 8 feet tall around the 
  base of the mound. You can also make out some 
  movement and possibly the sound of some kind of 
  chanting from the top of the mound, though it is 
  hidden among the stones, and impossible to see 
  exactly what it is. 
  Area Information 
  See Appendix 2 for a map of the area.  
   Dimensions & Terrain. The mound is 
  approximately 140 feet in diameter large and 30 
  feet high. The entrance is on the western side.  
   Lighting. Icewind Dale sees only four hours of 
  twilight per day. Other forms of natural light 
  come only from the aurora that Auril creates 
  every night. 
   Spiral to the Top. On the east side there is a 
  spiral path to the summit, encircled by menhirs. 
   Menhirs. The base of the stones is buried 
  about a foot into the ground, so they have to dug 
  up before they can be toppled. If detect magic is 
  active, there is no change in the aura after 
  toppling a stone. To prevent players from 
  wasting too much time, a DC 1 Intelligence 
  (Arcana) check makes them realize it does not 
  help. If they are really persistent, send some 
  Reghed barbarians from the Elk or Wolf tribe to 
  tell them off. 
   Crypt Entrance. The entrance to the crypt is 
  blocked by a large stone that needs to be moved 
  to gain access. Shifting the stone requires a DC 
  25 Strength (Athletics) check to succeed. Up to 
  four people can participate, and instead of 
  normal rules for help-actions, each character 
  participating adds their Strength (Athletics) 
  bonus to that of the character with the highest 
  Strength (Athletics) bonus. Characters with zero 
  or even negative values still adds +1 to the final 
  bonus. If the characters use a crowbar or 
  something similar for leverage, gets advantage 
  on the roll. 
  If there are no imminent threats, the characters will 
  probably be able to shift the stone eventually, so there 
  is no need to call for any rolls. 
  Creature Information 
  Hrimgerd (a bheur hag) is casting the spell at 
  the top. Spread around the base of the mound 
  are Hruth (an ogre), Fenir and Ullwe (half-
  ogres).  
   At night, the mound is deserted, and can be 
  approached without opposition, but a blizzard is 
  blowing continuously.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  Very Weak: Remove one ogre.  
  Weak: Remove one half-ogre. 
  Strong: Hrimgerd has 140 hit points. Remove one half-
  ogre, add one ogre.  
  Very Strong: Hrimgerd has 140 hit points. Remove two 
  half-ogres, add one ogre and one verbeeg marauder. 
   
  Encounter Difficulty: Hard 
  Goal: Supporting Hrimgerd’s power and position 
  Support: It should be easy to avoid fighting everyone at 
  the same time. Unless angered, Hrimgerd and the ogres 
  will not pursue the characters.  
   What do they know? Hrimgerd knows that the 
  Frostmaiden does not allow using weather magic 
  (she found this out the hard way the first time 
  she tried), and she knows the mound protects 
  her from Auril’s detection, but she is not entirely 
  certain why. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  10 
   The ogres know that Hrimgerd is casting 
  powerful magic, and that she must not be 
  disturbed. If pressed for why she is casting the 
  ritual, they cannot say for sure, but they know 
  that several of their kin have been sent into the 
  Lonelywood to look for a “hole in the ground”. 
   What do they want? Hrimgerd is searching for 
  the entrance to the cave of her coven. She thinks 
  it’s somewhere in the Lonelywood-area, but it’s 
  covered under too much snow and ice to locate, 
  so she hopes the warmth will melt enough snow 
  to reveal the cave opening.  
  The ogres mostly want to protect Hrimgerd 
  from harm.  
  Developments 
  If the characters want to attack, proceed to 
  Scene D. If the characters want to sneak in, 
  proceed to Scene E.  
   
  Scene D: Attacking the Witch 
  See Scene C for area and creature information. 
   Head on. The characters might choose to 
  attack Hrimgerd in the hopes of stopping her 
  from casting the ritual. The stone menhirs along 
  the path up to the summit gives her three 
  quarters cover from anyone trying to shoot at 
  her from the bottom of the mound. 
   Sneaking. Sneaking up the mound is possible 
  by a Dexterity (Stealth) check against Hrimgerd’s 
  passive perception of 14. 
   Defenders. Once hostilities are initiated, her 
  giant guards will rush to defend her. Hrimged 
  herself is not very keen on combat. If she 
  perceives a threat, she will open her eversmoking 
  bottle, covering the whole summit in thick grey 
  smoke, grab her greystaff and fly off, away from 
  the mound and to the characters it will seem like 
  she vanishes.  
   Return to Fight Another Day. She knows she 
  can return to cast the spell again later, so 
  temporarily stopping the ritual is only a minor 
  setback. 
   Killing Hrimgerd. Hrimgerd’s demise will not 
  prevent the magic from being cast for very long. 
  She is part of a coven, and the other hags will 
  soon pick up her work. 
  Treasure 
  If you are playing this scenario as a 4-hour 
  adventure, Hrimgerd fumbles the eversmoking 
  bottle (see Appendix 7) as she flies away, 
  causing her to drop it to the ground. The bottle 
  remains open, continuing to spew forth smoke. 
  Developments 
  Once the giants have been dealt with, and 
  Hrimgerd has fled, the characters are free to 
  explore the mound. There is nothing on the 
  surface that creates the protective magic – that 
  comes from within the mound.  
   Proceed to Part 3. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  11 
  Scene E: Sneaking In 
  See Scene C for area and creature information. 
   Guard. Since the entrance is a good vantage 
  point, one of Hrimgerd’s weaker giant lackeys 
  uses the entrance as a lookout point, and the 
  characters will have to circumvent this guard to 
  be able to enter.  
   Attacking. Aggressive players might choose to 
  simply attack. Unless the giant is dealt with 
  quick and silently, it will call for its brethren, and 
  the characters face a full pitched battle. If combat 
  breaks out, Hrimgerd will also become aware of 
  the characters, and will flee as described in 
  Scene D. 
   Sneaking. By keeping low, and sticking to the 
  side of the mound, the characters might be able 
  to sneak past the guard, but they will have to 
  sneak right under its nose, so stealth checks 
  must be made separately for each character, in 
  addition to succeeding a group stealth check at 
  the entrance every time they attempt to remove 
  the stone slab. The difficulty for these checks is 
  based on the passive Perception of the giant atop 
  the entrance. 
   Distraction. The guard will go off to 
  investigate odd sightings or noises if they are 
  considered suspicious enough – especially if they 
  come from the area of the entrance to the spiral 
  or the summit. Once the guard is away, the 
  characters have five rounds to open and enter 
  the mound, before the guard returns. Especially 
  loud or brash players should still take care, in 
  case Hrimgerd herself spots them from her spot 
  at the top of the mound. 
   Trickery. The guard is not very clever and gets 
  confused when little people start talking instead 
  of attacking. If the one approaching the guard in 
  a non-aggressive manner succeeds a DC 10 
  Charisma (Persuasion) check, the guard holds its 
  attack, and does not call for reinforcements. He 
  is easy tricked to leave by a DC 12 Charisma 
  (Deception) check. He can also be bribed by a 
  reward (food or money) and a DC 15 Charisma 
  (Persuasion) check. Or he can be bullied away by 
  a DC 20 Charisma (Intimidation) check. He will 
  make sure the characters promise they won’t 
  hurt Hrimgerd.  
   A suitable Charisma check with DC 25 can 
  persuade the guard to move the entrance stone. 
  Developments 
  If a fight breaks out, proceed to Scene D.  
  Once the guard has been surpassed, proceed to 
  Part 3.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  12 
  Part 3: Breaking the Ward 
  Estimated Duration (Two-hour version): 50-70 minutes 
  Estimated Duration (Four-hour version): 130 minutes 
  The characters must prevent the spell from 
  being cast. This is Story Objective B.  
  Playing the Pillars 
  Here are some suggestions for Part 3: 
   Combat: Scene A and D have optional combats.  
  All parties need to fight the Warlord in Scene C. 
   Exploration: The mound needs to be explored and 
  studied to understand the figures in Scene B. 
   Social: The party needs to cooperate and interact to 
  uncover the information they need. Finally, they return 
  to Linric in the Wrap Up. 
  Scene A: Barrow Burrowers  
  Area Information 
  See Appendix 3 for a map of the area. 
   After a short descent the floor evens out and 
  forks out into to two parallel corridors separated 
  by large stone slabs. They come together after 25 
  feet, in front of another large slab which leads 
  into the main crypt. On the sides there are three 
  smaller slabs leading into side crypts.  
   Dimensions & Terrain. A tunnel leads down 
  into the depth beneath the barrow. The 
  corridors are 5 feet narrow and the ceiling is 7 
  feet low.  Walls, floors, and ceilings are covered 
  with cut stone slabs. 
   Lighting. There is no light within the mound. 
   Atmosphere. The whole place gives off an 
  oppressive, eerie atmosphere. 
   Central Carvings. These carvings are depicted 
  in Appendix 4. If the characters talked to the Elk 
  barbarians on the way here, they will recognize 
  the scene as the one told by Hjorthvar. 
  Carvings 
  Carved on the central stones are images of what seems 
  like a large battle. With a DC 12 Intelligence 
  (Investigation) check the characters can figure out that 
  the tribes are grouped together and identified by a 
  totemic animal above the various groups – those on one 
  side being tied to a bear, a tiger and a wolf, while the 
  other side are tied to a caribou, an elk and a seal. The 
  former is numerically superior. 
   As the scene progresses, it seems the caribou, elk and 
  seal are victorious. Members of the bear, tiger and wolf 
  clans are depicted to flee, while three persons belonging 
  to the victorious tribes, stand over a person with a large 
  snowflake symbol. 
   Finally, the person with the snowflake symbol looks 
  like he is inside a mound, together with the three totem 
  animals of the victors. These three are facing outwards 
  and seem occupied fending off a set of totem animals 
  from the three loosing tribes, as well as a larger version 
  of the snowflake. 
   Main Slab. The large slab at the end is marked 
  with a large snowflake. It can be moved with a 
  similar check as the entrance in Part 2. 
   Side Slabs. Two slabs on the southern wall and 
  one slab on the north wall are decorated with a 
  caribou, an elk, and a seal, respectively. They 
  appear moveable. Prying the stones open 
  requires tools, and strength. Allow the players to 
  describe how they go about moving the stones, 
  but if their efforts seem reasonable the crypts 
  can be opened without rolling.  
   Side Crypts. Within these crypts lies the 
  remains of barbarian warriors tasked to protect 
  the mound from any intruders.  
  Two-hour Version  
  If playing this adventure as a two-hour version the side 
  crypts merely hold the skeletal remains of fallen 
  barbarians.  
   Sounds from Within. A passive Perception of 
  15 or a DC 13 Wisdom (Perception) check reveal 
  rummaging from inside the side crypts. 
  Creature Information 
  Four zombies and two ghouls are spread out 
  evenly among the three crypts and come to life if 
  someone is trying to move the slabs or enter the 
  main crypt. 
   What do they know? A great evil lies within 
  the crypt, and it must stay there.  
   What do they want? Their only objective is to 
  stop anyone from entering the main crypt. If the 
  characters leave the mound, they will not follow. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  13 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  Very Weak: Remove two ghouls.  
  Weak: Remove one ghoul. 
  Strong: Remove two ghouls, add two ghasts.  
  Very Strong: Remove four zombies, add one ghoul and 
  three ghasts. 
   
  Encounter Difficulty: Hard 
  Goal: Supporting the lore of the Warlord. 
  Support: The characters are on their own but can flee if 
  they are overwhelmed. 
   Let Us Out! If someone inside the mound tries 
  to move any of the four stone slabs in this area, 
  the undead guardians will try to get out. Unless 
  opposed, they push the blocking stones down 
  and attack. If the characters are ready for 
  combat, this happens on the second round. 
  Anyone standing in a square directly facing a 
  stone block as it’s pushed out must succeed a 
  DC10 Dexterity saving throw or be hit by the 
  stone block as it is pushed open, taking 4 (1d8) 
  bludgeoning damage.  
  Scene B: The Warlord’s Grave 
  Area Information 
   Dimensions & Terrain. The grave is a 25-feet 
  diameter circular chamber. The ceiling tapers 
  inwards, and at the center of the chamber 
  reaches as high as 15 feet. Just like the corridor 
  outside, the walls, floor and ceiling are clad in 
  stones, and a raised stone slab adorns the center. 
  All along the walls there are numerous small 
  alcoves occupied by small carvings or figures. 
   Lid Slab. Looking at the slab in the center of 
  the room reveals that there are faint traces of 
  markings in the stone. Removing layer of dust 
  and debris reveal runes, as well as a carving of a 
  warrior embroiled in combat with some large 
  antlered creature. The lid cannot be lifted or 
  broken due to the enchantment. 
   Runes. The runes are in Reghedjic. If 
  translated they read “So cold was his heart that 
  even spearpoint could not stop its beating. 
  Sealed from his mistress may the ancestor spirits 
  forever bind his frigid soul. As long as the 
  animals are watching, the tomb will be 
  forevermore unbroken” (see Appendix 6). 
   
  The runes are also included in Appendix 6, if you want 
  your players to attempt the challenge of deciphering, 
  though few groups will have the time or patience.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  14 
   Alcoves. There are twelve alcoves, each 
  containing a figure.  
   Animal Figures. The figures in the alcoves 
  depict one of each animal: caribou, seal, wolf, 
  walrus, wolverine, fox, bear, elk, hare, snow tiger, 
  musk ox and snow owl (see Appendix 5). 
   If the players don’t recognize the animals the 
  characters can do so with a DC 10 Intelligence 
  (Nature) check.  
   Breaking a Figure. The figures are made of 
  clay and seem hollow and quite brittle. Dropping 
  them to the ground will break them. Breaking 
  any figure apart from the caribou, elk or seal will 
  fill that 5-foot square with a necrotic gas and the 
  characters hear the distant sound of a wolf 
  howling. Any character who starts their turn 
  inside the gas must make a DC 12 Constitution 
  saving throw, taking 3 (1d6) necrotic damage on 
  a failed save. The gas stays in place unless moved 
  by a burst of air.  
   Breaking the caribou, elk or seal figure will 
  give no visible change, unless they are all broken 
  (see Breaking the Enchantment). 
   
  DM info 
  Each broken figure apart from the caribou, elk or seal 
  will add an additional animal to combat in Scene C. 
   Arcana. A DC 15 Intelligence (Arcana) check 
  allows a character to sense the protective aura of 
  the animal totems.  
   Detect magic reveals abjuration magic from the 
  animal figures. 
   Religion. With a DC 15 Intelligence (Religion) 
  check a character recalls that Reghed barbarians 
  are buried with animal totems to protect them 
  and their grave in the afterlife. Natives to 
  Icewind Dale gain advantage on this check. 
   History. A DC 15 Intelligence (History) lets the 
  character recall that the different Reghed 
  barbarian tribes have their own guiding spirit 
  animal, after which the tribe is named. The 
  current tribes are the tribe of the Bear, the tribe 
  of the Elk, the tribe of the Tiger and the tribe of 
  the Wolf – though there are tales of other lost 
  tribes, such as the tribes of the Caribou and the 
  Seal – and who knows what else. Natives to 
  Icewind Dale gain advantage on this check. 
  Breaking the Enchantment 
  To break the protection of the mound, the 
  characters must smash the figures representing 
  the caribou, elk, and seal.  Breaking the 
  enchantment is Story Objective B.  
  As they do, proceed to Scene C.  
  Scene C: The Warlord 
  As the enchantment is lifted, the undead Warlord 
  Talvitoimen emerges from his grave and attacks. 
  If the characters have broken any animal figures 
  apart from the caribou, elk or seal, he is joined 
  by the same number of animals. 
  As the final of the three figures break a small wind 
  pick up and swirls around inside, whirling up dust 
  and debris. Starting low, then picking up volume, a 
  scream becomes apparent within the wind, and a 
  spectral figure of a Warlord emerges from the 
  stone slab in the center of the room. 
   The spectral creature shrieks in fury and it 
  attacks. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  15 
  Area Information 
  This encounter is in the Warlord’s chamber. See 
  Scene B for details. 
   Gas. If there is any gas in the chamber, the 
  wind relocates it, and all characters must make a 
  DC 12 Constitution saving throw, taking 3 (1d6) 
  necrotic damage on a failed save. 
   Shriek. The adventurers must succeed a DC 12 
  Wisdom saving throw or be frightened by the 
  Warlord’s apparition. A character can reroll the 
  saving throw at the end of their turns. The effect 
  lasts until the characters succeed a saving throw. 
   
   
  Creature Information 
  Warlord Talvitoimen is a sword wraith warrior.  
  Breaking animal figures will conjure either a 
  brown bear, a crag cat or a wolf. 
  What do they know? Talvitoimen knows his 
  own history, but nothing of the recent world. 
  What do they want? Vengeance. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  Very Weak: The Warlord is a specter with 40 hit points.  
  Weak: All three animals are wolves. 
  Strong: The bear is a polar bear. 
  Very Strong: The animals are a polar bear, a saber-
  toothed tiger, and a winter wolf. 
   
  Encounter Difficulty: Deadly 
  Goal: Epic battle 
  Support: None, but they can escape. 
   Breaking Figures. If the bear, tiger, or wolf 
  figures are still intact and within 100 feet of the 
  Warlor, he will telekinetically use his item 
  interaction to break one on each round, 
  summoning the respective animal in the nearest 
  unoccupied square next to where the figure was.  
   The Warlord will continue to break figures 
  until all three have been shattered.   
  DM info: 
  The Warlord breaking any other figures will not summon 
  additional animals, but if the characters broke more, the 
  same number additional creatures of your choice will 
  come to the Warlord’s aid. 
   This encounter may need to be adjusted on the fly to 
  give all parties a suitable challenge. Consider adjusting 
  the Warlord’s hit points or using the average damage. 
   Consider which animal figures the Warlord will break 
  on his first round to give the characters a harder or 
  easier combat encounter. 
  Treasure 
  In Warlord Talvitoimen’s sarcophagus they find 
  Jökulsbrynja, (a smoldering armor (breastplate), 
  see Appendix 7). 
  Developments 
  If the characters flee the Warlord and the 
  animals, they will not pursue beyond the mound. 
  Should they leave before he is taken out, the 
  Warlord’s spirit will leave as well. The 
  characters realize they have released some great 
  evil upon the world. 
   Once the enchantment is broken and the 
  characters leave the mound, proceed to Scene D. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  16 
  Scene D: Wrath of the 
  Frostmaiden 
  Having broken the protective magic within the 
  mound has, all the agents of the Frostmaiden in 
  the whole five-mile area of the control weather-
  spell will be able to home in on its caster, and 
  within a short time such creatures will descend 
  upon the mound.  As the characters emerge from 
  the mound, Auril’s agents have already arrived. 
  Time Management 
  If you have time to spare, you can run a combat here, as 
  Auril’s minions will count anyone at the mound as an 
  enemy of the Frostmaiden, but otherwise – unless the 
  characters actively go to seek out trouble – they should 
  be able to get away undetected. 
  Creature Information 
  The characters come face to face with a white 
  guard drake, flanked by three ice mephits once 
  they leave the crypt. 
   In addition, at least six coldlight walkers have 
  reached the area around the mound and are 
  working their way towards the summit. More ice 
  mephitis and white guard drakes are not far 
  away. If Hrimgerd and her minions are still at the 
  mound, these will all be engaged with her and 
  her minions. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  Very Weak: Remove three ice mephits.  
  Weak: Remove two ice mephits. 
  Strong: Add two ice mephits.  
  Very Strong: Add one white guard drake. 
   
  Encounter Difficulty: Hard 
  Goal: Make it clear that the Frostmaiden is still the main 
  threat to Icewind Dale 
  Support: Leaving the premise after fighting the initial 
  group is a viable option 
  What do they know? The agents of Auril all 
  realize this is the spot they have been sent to 
  interrupt the weather magic.  
  What do they want? To the agents of Auril, 
  anyone at the mound is guilty of the blasphemy 
  in their eyes, and as such must be punished. 
  The giants serving Hrimgerd only want to 
  protect her, and the hag, realizing the game is up 
  only wants to escape, cutting her losses and 
  hoping that what she has done up until now is 
  sufficient to locate the cave she seeks. She 
  escapes in a similar manner to that described in 
  Part 2, Scene D, while the henchmen scatter in 
  all directions. 
  Treasure 
  If you are playing this scenario as a 4-hour 
  adventure, and the characters did not find the 
  eversmoking bottle yet, Hrimgerd drops it as she 
  flies away. 
  Developments 
  Staying at the mound, will make the coldlight 
  walkers and other minions of the Frostmaiden 
  notice them and attack, but they are more 
  interested in the summit and can easily be 
  escaped. 
   
  As the characters are leaving the mound, 
  proceed to Wrap-up.  
   
  Wrap-up: Winter Returns 
  Once the casting stops, the weather quickly 
  reverts to what it was before – winter and frost 
  returning once again. Characters expecting 
  praise for their deeds will be sorely disappointed, 
  as most of the inhabitants of the two towns 
  welcomed the warm spell. Characters who 
  mouth off about their deeds, may instead find 
  that doors are closed in their face, while 
  shopkeepers refuse to do business with them. 
   
  Linric on the other hand will be pleased with the 
  adventurers’ actions and will offer up any 
  payment promised. They can offer up some 
  words of comfort to crestfallen characters:  
  “Trust me, it was all for the best. Those simpletons 
  don’t understand what’s good for them.” 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  17 
  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no 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 that 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 Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 7: 
   Potion of healing 
   Smoldering armor (breastplate) 
  If run as a four-hour adventure add: 
   Eversmoking bottle 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  18 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  LINRIC BELTBUCKLE (LEEN-REEC).  
  Halfling of unknown age and origin (he/him).  
   What They Want. Optimally he would be self-
  contained, but as he needs supplies, he also 
  needs gold. Apart from that, he wants to be left 
  alone to his experiments and potions. He also 
  enjoys gambling a little too much, and rather 
  stays away from people to avoid it.  
   Neutrality. Linric is pragmatic about life and 
  death and would rather not interfere.  
   More information on Linric and his stories can 
  be found in several Oar’s Rest-adventures, 
  such as, but not limited to, CCC-ARCON01-03 – 
  Pharmacist: Wanted and CCC-CONMAR01-02 – 
  Finding Linric. 
  HJORTHVAR (YORTH-varr). A calm and 
  knowledgeable Elk tribe chieftain (he/him). 
   What They Want. Peace for the tribes and the 
  lore to be told. The traditions must be upheld.  
   Keeper of Lore. He believes that to prevent 
  errors of the past, one must know what those 
  were. As chieftain, he must both take care of 
  those who live, and keep the stories of those 
  who are gone. 
  HRIMGERD (RIMM-gehrd). Greedy bheur hag 
  with a poor sense of directions (she/her). 
   What They Want. To find her lost home and 
  treasure, so she can continue her life on the 
  material plane. 
   Modern, Independent and Poised. Hrimgerd 
  is a modern hag with lots of resources at her 
  disposal. She is poised and reserved, keeping 
  to herself, even in the coven. 
   Coven. Hrimgerd part of a coven with Fritney-
  with-a-y and Bhakira Seyonce. More 
  information on the coven can be found in  
  DC-PoA-KCB-MBL – The Stolen Curse and future 
  DC-PoA- modules. 
  HRUTH, FENRIR and ULLWE. Hrimgerd’s ogre 
  minions with their own challenges. 
   What They Want. To perform diligently and 
  gain praise from Hrimgerd.  
   Hruth – the Philosopher. Ogre who always 
  have asked the question: “What is beauty?” 
  The obvious answer is “a pile of bones and 
  blood”, but why? (he/him) 
   Fenrir – the Excitable. Half-ogre who easily 
  gets excited about the little things, like a flower 
  or how much force a skull can handle before it 
  cracks (he/him). 
   Ullwe – the Ruthless. Half-ogre with a horrible 
  singing voice, and like her battleaxe, she’s not 
  afraid to use it (she/her). 
  THE WARLORD TALVITOIMEN  
  (TAHL-vee-TOY-mehn). In life a formidable foe, 
  now an undead Warlord (he/him). 
   What They Want. Talvitoimen, in death as in 
  life, craves sacrifices to Auril.  
   Glory to the Frostmaiden. Due to an ice shard 
  in his heart, it is now frozen, and all he sees is 
  the beauty in the ice crystals. He is bound to 
  serve Auril by sending her sacrifices. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  19 
  Creature Statistics 
  In addition to the stat blocks provided these monsters can be found in the Monster Manual: 
   Brown Bear 
   Ghost 
   Ghoul 
   Half-Ogre 
   Ice Mephit  
   Ogre 
   Polar Bear 
   Specter 
   Saber-Tooth Tiger 
   Veteran 
   Winter Wolf 
   Wolf  
   
   
  Bheur Hag 
  Medium fey, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 
  Saving Throws WIS +4 
  Skills Nature +4, Perception +4, Stealth +6, Survival +4 
  Damage Immunities Cold 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Auran, Common, Giant 
  Challenge 7 (2,900 XP)  
  Graystaff Magic. The hag carries a graystaff, a length of 
  gray wood that is a focus for her inner power. She can 
  ride the staff as if it were a broom of flying. While 
  holding the staff, she can cast additional spells with her 
  Innate Spellcasting trait (these spells are marked with an 
  asterisk). If the staff is lost or destroyed, the hag must 
  craft another, which takes a year and a day. Only a 
  bheur hag can use a graystaff. 
  Ice Walk. The hag 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 her extra moment. 
  Innate Spellcasting. The hag's innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She can innately cast the following spells, 
  requiring no material components: 
  At will: hold person*, ray of frost 
  3/day each: cone of cold*, ice storm*, wall of ice* 
  1/day each: control weather 
  Actions 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 
  (1d6) cold damage. 
  Maddening Feast. The hag feasts on the corpse of one 
  enemy within 5 feet of her that died within the past 
  minute. Each creature of the hag's choice that is within 
  60 feet of her and able to see her must succeed on a DC 
  15 Wisdom saving throw or be frightened of her for 1 
  minute. While frightened in this way, a creature is 
  incapacitated, can't understand what others say, can't 
  read, and speaks only in gibberish; the DM controls the 
  creature's movement, which is erratic. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the hag's Maddening Feast for 
  the next 24 hours. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  20 
  Coldlight Walker 
  Medium undead, chaotic evil 
  Armor Class 13 (Natural Armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  10 (+0) 17 (+3) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
  Saving Throws INT +2, WIS +3 
  Damage Immunities Cold 
  Condition Immunities Blinded, Charmed, Exhaustion, 
  Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages -- 
  Challenge 5 (1,800 XP)  
  Blinding Light. The walker sheds bright light in a 20-foot 
  radius and dim light for an additional 20 feet. As a bonus 
  action, the walker can target one creature in its bright 
  light that it can see and force it to succeed on a DC 14 
  Constitution saving throw or be blinded until the start of 
  the walker’s next turn. 
  Icy Doom. Any creature killed by the walker freezes for 9 
  days, during which time it can’t be thawed, harmed by 
  fire, animated, or raised from the dead. 
  Unusual Nature. The walker doesn’t require air, food, 
  drink, or sleep. 
  Actions 
  Multiattack. The walker makes two attacks.  
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 
  (4d6) cold damage. 
  Cold Ray. Ranged Weapon Attack: +3 to hit, range 60 ft., 
  one target. Hit: 25 (4d10 + 3) cold damage. 
   
  Crag Cat 
  Large monstrosity, unaligned 
  Armor Class 13 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 17 (+3) 16 (+3) 
  4 (-3) 
  14 (+2) 
  8 (-1) 
  Skills Perception +4, Stealth +7 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 1 (200 XP) 
  Nondetection. The cat cannot be targeted or detected 
  by any divination magic or perceived through magical 
  scrying sensors. 
  Pounce. If the cat moves at least 20 feet straight toward 
  a creature then hits it with a claw attack on the same 
  turn, that target must succeed on a DC13 Strength 
  saving throw or be knocked prone. If the target is prone, 
  the cat can make one bite attack against it as a bonus 
  action. 
  Spell Turning. The cat has advantage on saving throws 
  against any spell that targets only the cat (not an area). 
  If the cat's saving throw succeeds and the spell is of 7th 
  level or lower, the spell has no effect on the cat and 
  instead targets the caster. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  21 
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Frightened, Poisoned, 
  Unconscious 
  Senses Darkvision 60 ft., passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP)  
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  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. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
  White Guard Drake 
  Medium dragon, unaligned 
  Armor Class 14 (Natural Armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., burrow 20 ft., climb 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  11 (+0) 16 (+3) 
  4 (-3) 
  10 (+0) 
  7 (-2) 
  Damage Resistances Cold 
  Senses Darkvision 60 ft., passive Perception 12 
  Languages Draconic understands but can’t speak 
  Challenge 2 (450 XP)  
  Inline Subhead. Stat Block Body. The paragraphs below 
  the data section use the Stat Block Body style. 
  Actions 
  Multiattack. The guard drake makes two attacks: one 
  with its bite and one with its tail. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  22 
  Appendix 1: Map of the Area 
  Player version: 
   
   
  DM version: 
   
  Mound 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  23 
  Appendix 2: Outside the Mound 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  24 
  Appendix 3: Inside the Mound 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  25 
  Appendix 4: Carvings 
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  26 
  Appendix 5: Animal Figures 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  27 
  Appendix 6: Runes 
   
   
   
  ᚲᚨᛚᚦ ᚹᚨᚱ ᚺᚨᛜᛊ ᚺᛃᚨᚱᛏᛖ 
  ᛊᛖᛚᚹ ᛖᛁᛏ ᛊᛈᛁᛞ 
  ᛁᚲᛃᛖ ᛊᛏᛟᚷᚨ ᚲᚢᚾᚨ 
  ᚷᛃᛟᛗᛏ ᚠᚱᚨ ᚠᚱᛟᛊᛏᛗᛇ 
  ᚨᚠ ᚠᛟᚱᚠᛖᛞᚱᚨ ᛒᛖᛊᚲᚢᛏᚨ 
  ᚺᚨᚾᛊ ᛊᛃᛖᛚ ᛒᚢᛜᛞᛁ 
  ᛞᛁᚱᛁ ᚹᛟᚲᚱᚨᚱ 
  ᚷᚱᚨᚹᚨ ᚠᛟᚱᛖᚹᛁᚷ 
  ᚢᚲᚾᚢᛊᛖᛚᛖᚷ 
   
   
  Translation to common letters: 
  kalth war hans hjarte 
  selv eit spid 
  ikje stoga kuna 
  gjomt fra frostmæ 
  af forfedra beskuta 
  hans sjel bundi 
  diri voktar 
  grawa forevig 
  uknuseleg 
  Poetic translation to common: 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  28 
  Appendix 7: Magic Items 
  If found during the adventure, the characters can keep the following magic items; it’s suggested that you 
  print off enough copies of this page to be able to give one to each of your players (crossing out rewards 
  they didn’t receive during the session): 
   
   
  Two- or Four-Hour Adventure: 
   
  Potion of Healing 
  Potion, common 
  You regain 2d4 + 2 hit points when you drink 
  this potion.  
   
  The potion’s red liquid glimmers when agitated 
  and it smells of lavender and thyme. 
  Jökulsbrynja: 
  Smoldering Armor  
  Armor (breastplate), common 
  This armor consists of a fitted metal chest piece 
  worn with supple leather. Although it leaves the 
  legs and arms relatively unprotected, this armor 
  provides good protection for the wearer's vital 
  organs while leaving the wearer relatively 
  unencumbered. 
   
  This metal breastplate is adorned with snowflake 
  symbols and feels cool to the touch. While metal, 
  its sheen and color makes it look almost like it is 
  made from opaque ice, and it constantly emits 
  wisps of harmless, odorless frost smoke while it is 
  worn. 
  Only as a Four-Hour Adventure: 
   
  Eversmoking Bottle 
  Wondrous Item, uncommon 
  Smoke leaks from the lead-stoppered mouth of 
  this brass bottle, which weighs 1 pound. When 
  you use an action to remove the stopper, a cloud 
  of thick smoke pours out in a 60-foot radius from 
  the bottle. The cloud's area is heavily obscured. 
  Each minute the bottle remains open and within 
  the cloud, the radius increases by 10 feet until it 
  reaches its maximum radius of 120 feet. 
   
  The cloud persists as long as the bottle is open. 
  Closing the bottle requires you to speak its 
  command word as an action. Once the bottle is 
  closed, the cloud disperses after 10 minutes. A 
  moderate wind (11 to 20 miles per hour) can 
  also disperse the smoke after 1 minute, and a 
  strong wind (21 or more miles per hour) can do 
  so after 1 round. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DC-PoA-CONMAR-03 – Unfrozen_v1 
  29 
  Appendix 8: Dungeon Master Tips 
   
  To DM an adventure, you should 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 to but if they 
  play a different hardcover adventure, they can’t 
  return to the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play  
  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. Familiar 
  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 Perception score, and 
  anything the adventures specifies as notable 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master 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 the 
  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 
  that 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 
  cannot, 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. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result 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 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Plague of the Ancients (PoA)/DC-PoA-CONMAR-03 - Unfrozen v1.pdf