TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Icewind: Betrayal 
  
   
   
   
   
   
   
  Icewind: Betrayal 
   
  Written by: D.A. Pietz 
  Copyright ©2020 
   
  Cover art by: Nele Diel 
   (www.nelediel.com) 
  Copyright ©2020 
   
  Illustrations by Regina 124C41+ 
  Copyright ©2020 
   
  All Rights Reserved 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is published under the Community Content Agreement for Dungeon Masters Guild.
   
   
  
   
  Icewind: Betrayal 
  Introduction 
  Welcome all to Icewind: Betrayal, an “open sandbox” 
  adventure designed to fit any setting for three to six 
  characters levels 4 to 6. DMs are welcome to take various 
  aspects of this adventure to fill in their own campaigns. 
  DMs should feel free to adjust skill checks and monster 
  encounters to best fit their party 
  Running the adventure 
  Unless otherwise noted, all NPCs in this adventure should be 
  treated as a COMMONER 
  Unless otherwise noted all maps are scale: 1 square = 5 ft 
   
  Text in blue is designated to be read to the players 
  Text in grey is designed to provide DM with additional 
  background information for gameplay 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pace, Feel, and Overall Plot 
  The adventure takes place in a barren, frozen land far away 
  from most civilized areas. The main points of interest are a 
  small mining boom town on the edge of the water oppressed 
  by authoritarian leadership, a dark wizard’s tower a good 
  distance from the town in a hostile artic ice sheet, and a gold 
  mine known for the abundance of rubies and the dangerous 
  and deadly reputation. A small tribe of orcs routinely raid the 
  small town and supply ships from their mountain village. 
  Everyone has a scheme, and no one is to be fully trusted. The 
  truth is harder to come by and discovering it might be worth 
  your life. 
  Players should be free to make their own way and follow the 
  clues as they see fit. 
  Travel time – one way, by foot. Travel time ½ by horse/cart 
  From Hagerville to Shard Tower – 12 hours 
  From Hagerville to Blood Ruins Mine – 4 hours 
  From Hagerville to Orc Landing – 24 hours 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Potion of the Overseer 
  Potion, Very rare 
  Provides the combined benefit of a POTION IF INVULNERABILITY and POTION 
  OF SPEED. Potion is highly addictive and requires a DC 25 CON check or 
  player suffers withdrawal symptoms. During withdrawal the player has 
  a modifier of -4 to all actions and skill checks for 24 hours. Each 
  successive day of withdrawal requires a new DC check (reduced by 5 
  each day). Players may sip on a full flask without potion benefit to 
  eliminate withdrawal symptoms for one (1) day. A full potion has 
  unlimited sips 
  Who’s Who 
  The following are key NPCs of the adventure.  
   
  MAYOR 
  Vother Bestbell 
  Human, Neutral Evil, Level 13 Fighter – Battle Master 
  Armor Class 12 (Studded Leather) 
  Hit Points 104 (13d10) 
  Speed 30ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14(+2) 
  11(+0) 
  12(+1) 
  7(-2) 
  7(-2) 
  15(+2) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common, Orc 
  Actions 
  Two-Weapon Fighting: In combat Vother uses two maces.  
  Melee Weapon Attack: +2 to hit, reach 10 ft., one target Hit 
  (1d6) bludgeoning damage 
  Reactions 
  Maneuvers: Vother can call to his aid 1d3 goons to fight for 
  him. Treat as GUARDS 
   
  Mayor Bestbell is a tall man with long black hair crammed 
  under a fur hood. He carries an aging sword in a rusting 
  scabbard that hangs from a tattered belt. He is overtly rude 
  and cruel to anyone he deems beneath him 
  Votehr Bestbell is mayor in name only. He is a bully with a 
  goon squad that he can call upon if needed see Reactions. His 
  claim to the title of mayor comes from his battle to free the 
  town from the orcs that was fought many years ago. Players 
  listening to his recount of the orc battle will notice [DC 15] 
  that the story does not make sense. Bestbell tells these 
  stories in the taverns and the guards will suggest that the 
  patrons buy the drinks 
  Bestbell did not defeat the orcs but arranged an alliance. Orcs 
  are allowed to raid the incoming supply ships only, helping 
  ensure addition profits in town, and are sent a weekly 
  shipment of mined gold and rubies that Bestbell leaves in the 
  ruined tower by the bridge when he thinks no one else is 
  watching. 
  He is increasingly angry in the drop of production from the 
  mine due to the OVERSEER personal quest as it will not keep 
  the orcs happy 
  If orcs raid the town [see random encounters] Votehr has a 
  25% change (cumulative) of publicly stating that it was “not 
  part of the deal” 
   
   
   
  OVERSEER 
  Nimple Tortia 
  Gnome, Lawful Evil, Level 8 Rogue – Assassin 
  Armor Class 12 (Studded Leather) 
  Hit Points 57 (8d8) 
  Speed 30ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9(-1) 
  17(+3) 
  11(+0) 
  14(+2) 
  13(+2) 
  16(+3) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common 
  Actions 
  Whip: Melee Weapon Attack: +3 to hit, reach 10 ft., one 
  target Hit (1d4+3) slashing damage 
   
  Nimple Tortia is an intense individual. No hint of a smile, or 
  warmth will cross his face as he talks. His head is bald, and his 
  eyes are so dark and sunken in that they are barely visible. He 
  carries a long, barbed whip that he will unconsciously twist. 
  Treat as a [WHIP] MACE OF TERROR. Often, he will take a drink 
  from a small gold flask he keeps on his belt.  
  Nimple is a brutal task master though he will like to say he is 
  “firm, but fair”. The whipping one worker to death to help 
  motivate the rest is a common occurrence in the mine.  
  He is obsessed with the location of the lost temple of the 
  dragon which he believes is to be found somewhere in the 
  mine and has been passing up lucrative veins in his search 
  resulting in a reduction in mined gold and rubies 
  His flask contains a Potion of the Overseer that he gets from 
  the MAGE. The potion is highly addictive. He pays for the 
  potion with corpses of dead workers that he sends to THE 
  MAGE 
  He is unaware that the MAYOR has been skimming from the 
  profits of the mine. 
   
   
   
   
   
   
   
  
   
  MAGE 
  Arannis Rolen 
  Half-Elf, Neutral Evil, Level 10 Warlock – Great Old Ones 
  Armor Class 3 (none) 
  Hit Points 67 (10d8) 
  Speed 20ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6(-2) 
  14(+2) 
  12(+1) 
  12(+1) 
  10(+0) 
  16(-3) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common, ` 
  Actions 
  Wand of Paralysis: In combat Arannis uses a combination of a 
  WAND OF PARALYSIS and VAMPIRIC TOUCH / DAGGER preferring to 
  slowly torture her victims while they are incapacitated. 
   
  Arannis Rolen frail body shakes as he walks. Although young 
  by the standard of his race, he moves slowly.  His robes are a 
  light blue but splattered in red and brown blood stains 
  around the sleeves and hem.  
  Arannis arrived in the area a few years ago and quickly took 
  up residence in an old abandoned tower that he has since 
  had rebuilt. He is a necromancer, and in his seclusion, he is 
  working to produce a flesh golem. He trades Potions of the 
  Overseer his own creation with the OVERSEER in exchange for 
  fresh bodies for his experiments. He is very rarely 
  encountered outside of his tower. 
   
  Spells: 
  c-Chill Touch 
  c- Eldritch Blast 
  c- True Strike 
  1-Comprehend Languages 
  1-Hellish Rebuke 
  1-Unseen Servant 
  2-Darkness 
  2-Hold Person 
  3-Fear 
  3-Vampiric Touch 
  4-Hunger of Hadar 
  4-Dominate Beast 
  5-Dominate Person 
   
  Invocations: 
  Agonizing Blast 
  Bewitching Whispers 
  Dreadful Word 
  Thirsting Blade 
  Whispers of the Grave 
  MAGE APPRENTICE 
  Damaia Palemoon 
  Tiefling, Neutral Good, Level 4 Wizard 
  Armor Class 3 (none) 
  Hit Points 16 (4d6) 
  Speed 20ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11(+0) 
  15(+2) 
  10(+0) 
  17(+3) 
  13(+1) 
  13(+1) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common, ` 
  Actions 
  Light Crossbow: In combat Damaia will enchant her light 
  crossbow with MAGIC WEAPON 
  Ranged Weapon Attack: +3 to hit, 80/320 ft., one target Hit 
  (1d8) piercing damage 
   
  Damaia Palemoon is a young lady with long slender fingers 
  tipped with bright blue polish. Her hair is a mess of red curls 
  that nearly cover her horns that she ties with black ribbon. 
  She is continually sketching in her notebook 
  Damaia’s family received a summons to send her to study 
  under the guidance of the MAGE. Though she is eager to 
  learn, she resents being sent on the trip and will not get along 
  with the MAGE. She hates the cold but hopes to bind it to her 
  will through her study of evocation. Given the opportunity 
  she will kill the MAGE and take over the tower. Intrigued by 
  the knowledge she finds, she will continue and be corrupted 
  by, the MAGE’s work of building a flesh golem.  
  Spells: 
  c-Light 
  c-Minor Illusion 
  c-Ray of Frost 
  1-Charm Person 
  1-Detect Magic 
  1-Shield 
  1-Witch Bolt 
  2-Cloud of Daggers 
  2-Magic Weapon 
   
  NPC Storyline 
  Upon reaching the town, Damaia will stay two days in the Inn. 
  Get into barfight in tavern when a patron insults her 
  Hire a wagon to the Shard Tower 
  After three weeks in the tower she will plot her attempt to kill 
  the Mage and assume the tower as her own 
   
   
  
   
  MINER 
  Oskar Galesong 
  Dwarf Lawful Evil, Level 5 Rogue - Assassin 
  Armor Class 3 (none) 
  Hit Points 25 (5d8) 
  Speed 20ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10(+0) 
  15(+2) 
  16(+3) 
  12(+1) 
  10(+0) 
  8(-1) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common, ` 
  Actions 
  Poison Daggers: Oskar wields a dagger that can be coated in 
  Wyvern Poison 
  Melee Weapon Attack: +2 to hit, reach 10 ft., one target Hit 
  (1d4) piercing damage (+7d6 DC 15 CON for half) 
   
  Oskar Galesong is short, even for a dwarf. He tends to whistle 
  to himself when he thinks no one is watching and will often 
  sing back questions he is asked before answering.  
  Oskar is in it for the money. Or, at least he was, until things 
  got personal. A few months ago, Oskar got word that his 
  younger brother, Mathlish was killed in an accident in the 
  mine. 
  He has heard of the terrible conditions of the mine and 
  begged his brother to return and is now on a mission of 
  revenge. He tells no one of his true intentions, at least not 
  while sober. 
  A student of poisons, Oskar carries a small assortment of 
  poisons that he uses to deal with problematic people. His 
  daggers can be coated in WYVERN POISON 
  His kit includes: 
  WYVERN POISON (2d6) doses 
  CARRION CRAWLER MUCUS (2d6) doses 
  TRUTH SERUM (1d4) doses 
   
  NPC Storyline 
  Upon reaching the town, Oskar will stay one day in the 
  Rooming house 
  Asking question will reveal that it was not an mining accident 
  that killed his brother, but the OVERSEER 
  He will join the next shift to the mine and spend another day 
  on the surface before joining a company and making his way 
  into the mine 
  On his third day in the mine he will confront the Overseer at 
  the Archeology tunnel 
   
  PALADIN 
  Hiro Sera 
  Human, Lawful Good, Level 4 Paladin – Oath of Devotion 
  Armor Class 18 (Chain mail / Shield) 
  Hit Points 32 (4d10) 
  Speed 20ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17(+3) 
  13(+1) 
  11(+0) 
  10(+0) 
  12(+1) 
  16(+3) 
   
  Skills 
  Senses passive Perception 10 
  Languages Common, ` 
  Actions 
  Great Weapon Fighting: In combat Hiro wield a  
  (+2) greatsword 
  Melee Weapon Attack: +2 to hit, reach 10 ft., one target Hit 
  (2d6) slashing damage 
   
  Hiro Sera is an imposing figure in his armor. His armor and 
  greatsword are gilded in gold and encrusted in rubies and 
  semi-precious stones that match his short hair. 
   
  He is polite, though a little naive in his world view. 
  Hiro has traveled to the wastes in a pilgrimage to find the 
  mine where the rubies for his FLAME TONGUE greatsword were 
  mined. He inherited the sword after his father fell in battle 
  wielding it.  
  After the fight with the orcs he will pledge his sword to 
  defending the town and the mine. 
  He is unaware, as of yet, of the real conditions in the town. 
  When presented with evidence of the MAYOR’s misdeeds or 
  if he enters the mine and sees the actions of the OVERSEER, 
  he will attempt to liberate the area 
  NPC Storyline 
  Upon reaching the town, Hiro will book a day in the Inn. 
  On the second day he will begin a search for the jeweler who 
  cut the stones for his sword.  
  On the fourth day he will intervene in a fight at the market 
  where some guards are harassing a shop merchant. 
  Taking his complaint to the MAYOR he will realize the truth of 
  the mine and town’s situation and draw his sword against the 
  MAYOR before rallying (3d6) miners to his cause and heading 
  to the Orc village to recapture the stolen treasure and banish 
  the orcs. 
   
   
   
   
  
   
  Locations 
   
  The Maidenstone 
  The Adventure begins onboard the Maidenstone where the 
  players along with MAGE APPRENTICE, MINER, and PALADIN 
  have been sailing for the past few days. The ship has a crew 
  of six. Unless invited by the party the NPS will follow their 
  storylines 
   
  The Maidenstone rocks as it enters the choppy waters of 
  Frozen Bay signaling the end of the trip north. The small crew 
  busy themselves as they begin to adjust the sails. Your fellow 
  passengers, three individuals who shared your trip north, are 
  gathering their belongings onto bags and sacks below deck 
   
  Allow the players a few moments to situate themselves, and 
  maybe begin to interact with a few of the crew or NPCs. But, 
  do not let them wait too long… 
   
  Blam! A crash rocks the boat! And all at once there are 
  screams and yells from above deck 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Treat The Maidenstone and the orc ships as SAILING SHIP 
   
  A raiding band of ten (10) orcs have harpooned the ship by 
  means of a giant anchor attached to a chain. Two orcs have 
  already boarded. The rest will climb to the ship at a rate of 
  one (1) per round until all are on board.  
   
  Their primary goal is to take the provisions. The iron chain 
  that connects the two ships can hold two (2) orcs at a time. 
  Orcs on chain cannot engage in combat.  
   
  The anchor can be dislodged from the ship (DC 25 STR). 
   
  The crew will not fight. The orcs will not fight to kill, relying 
  on intimidation, or just throwing people overboard, unless 
  attacked directly. Orcs will attempt to grab, and toss over two 
  (2) cases per orc, at which point they leave 
   
  After the encounter, the boat will reach port in (2d10) rounds  
   
  Option: to increase difficulty add additional orc boats each 
  with their own harpoon and chain 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hagerville 
  The town stretches out from the docks northward in the 
  direction of the mine. The various buildings are a 
  combination of stone and wood in various states of disrepair. 
  The streets between the buildings are frozen mud and gravel. 
  Beyond the edges of the town the artic wastes spread out in 
  all directions. Snowdrifts are constantly shifting under never-
  ending gusts of wind 
  The prices in the shops are 3x the normal cost for dry goods 
  and 5x the normal cost for food and drink. The road is slick 
  and should be treated as SLIPPERY ICE if moving faster than 
  normal speed 
   
  Points of Interest  
   
   
   
  1. Customs House 
  Primary location for all official business. Building contains 
  a small office and apartment for the MAYOR.  
   
  Searching can reveal 
  (DC 15) documents (in orcish) relating to the agreement 
  between MAYOR and orcs 
   
  2. Shipping offices and warehouse 
  Staging warehouse for all items incoming and outgoing. 
  Gold and rubies are kept in a locked (DC 20) room. 
   
  Searching can reveal 
  (DC 10) Outgoing shipments of ore have been dropping  
   
  3. Shipwright building 
  Combination boarding house for the ship crew and wood 
  shop to furnish repairs 
   
  Searching can revel 
  (DC 10) Damage is only on incoming ships. Logs show no 
  sign of orc raids when they sail out 
   
  4. Lighthouse 
  Old stone tower. Flame is maintained with a combination 
  of scrap wood and oil that is kept in barrels in a locked 
  (DC10) storage room 
   
  5. Inn 
  Primary sleeping location for visitors. A rowdy dining 
  area and four (4) rooms for rent. 
   
   
   
   
   
   
   
   
  6. Guardhouse 
  Where the town guards stay. No space for criminals, they 
  are all sent to the mine 
   
  Searching can reveal 
  (DC 10) lists of money collected in protection racket 
   
  7. Stables 
  Large barn structure that has (1d4+1) horses and (1d4) 
  carts used for hauling ore 
   
  8. Tavern 
  Lively eating and drinking establishment that doubles as 
  a town hall for meetings. (1d6) MAYOR and (1d4) guards 
  are recounting tales of the orc battles. Donations for 
  drinks are encouraged. 
   
  9. Shop – tailor / leather craft 
  Makes, repairs, and sells clothing, leather goods and 
  armor 
   
  10. Shop – jewelers 
  A building shared by (1d4+3) artisans that create jewelry, 
  cups, utensils, and art from the ore and rubies from the 
  mine. Has a small forge in the center. Always has (1d3) 
  GUARDS on duty 
   
  Storage Room (DC 20) contains: 
  2d10 raw, uncut rubies (50 gp) 
  1d12 cut rubies (5000 gp)  
  3d6 pounds gold ore (20 gp) 
  2d6 art objects (750 gp) 
   
   
  Searching can reveal 
  (DC 15) Goldsmith is crafting potion bottles for MAGE. 
  Same bottles that OVERSEER carries 
   
  11. Rooming House 
  Cheap rooming house. Very cramped. Houses (10d10) 
  miners at any given time 
   
  12. Blacksmith 
  Town blacksmith. Makes, repairs, sells tools 
   
  Searching can reveal 
  (DC 10) Order requests for chains and shackles for 
  OVERSEER 
   
  13. Market Square 
  Food stalls and dry goods 
   
  
   
  14. Tavern 
  Upscale drinking establishment 
   
  15. Rooming House 
  Cheap rooming house. Very cramped. Houses 20-50 
  (1d4+1) *10 miners at any given time 
   
   
  16. Undertakers/Graveyard 
  Graveyard for miners that die and are recovered from 
  the mine. It looks way too small for a town with this 
  reputation 
   
  Searching can reveal 
  (DC 10) for more names listed as dead than records of 
  graves dug 
   
  (DC15) bodies have been sent to MAGE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Encounter in Town (1d10) 
  01 - Guards (1d4+1) will attempt to shake down the players 
  for this week’s “protection” payment 
   
  02 - Off Shift Miners (1d3)  
  (20%) ranting about the OVERSEER  
  (30%) drunk  
  (40%) headed to home/work  
  (10%) trying to flee before term of service GUARDS 
  will arrive in 3 turns 
   
  03 - Thief (1d3)  
  (40%) casing a job  
  (30%) running a side hustle  
  (gambling, cheap goods, scam) 
   
  (20%) actively stealing (DC 15) 
   
  (10%) trying to steal from players (DC15) 
   
  04 - Street vendor will attempt to sell players goods 
   
  (30%) food 
   
  (40%) dry goods 
   
  (20%) drinks 
   
  (10%) raw rubies from mine 
   
  05 - Dogs pack of (1d4+3) dogs running loose.  
  Treat as JACKAL 
   
   
  06 - SWARM OF RATS running out of building or broken crate 
   
  07 - Orc Raid A raiding party of (1d4+2) ORCS will attack the 
  town. 
   
  08 - NPC players run into one (1d6) of the key NPCs 
   
  1 – Mayor 
   
  2 – Overseer 
   
  3 – Mage 
   
  4 – Mage Apprentice 
   
  5 – PALADIN 
   
  6 – Miner 
   
  09-10 – No Encounter/ DM Choice 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Shard Ice Waste 
  The Shard Ice Waste spreads out in an endless sea of frozen 
  jagged ice. Great sheets of ice shift and crack in a never-
  ending symphony of dread. Out in the distance the 
  mountains tower over the ice planes as granite walls. The 
  wind whips up the snow and bits of ice in blinding flurries. 
  Far across the artic wastelands you can just make out a stone 
  tower half buried in the snow and ice.  
  The Ice shard waste is brutal. Players that do not have 
  covering on hands, feet, and face will start taking 1d3 points 
  of frost bite damage per hour they are exposed. The river 
  cannot be navigated by water and is covered by ice. Treat as 
  THIN ICE and FRIGID WATER. 
   
  Shard Tower 
  The Shard Tower juts up out of the snow and ice like a jagged 
  stone tooth. The lower level seems buried while the tops are 
  lost in a constant swirl of fog and snow. The square tower is 
  built from old stones and has no visible windows though 
  several levels appear to have gaping holes in the walls 
  through which the wind howls and moans. No light can be 
  seen. A large door sits at the base.  
  If the players are not expected by the MAGE the doors will be 
  locked (DC 20). If the players are expected the doors will be 
  unlocked but are very hard to open (DC 20 STR). Players 
  attempting to climb into the tower will reach the Ruins level 
  at 50 feet. Knocking on the door has a 20% cumulative chance 
  per attempt of being heard and the door opening on its own. 
  It also has a 10% cumulative chance per attempt of causing 
  snow and ice to fall off the tower onto the players (3d10) (DC 
  15 DEX for half damage) 
   
  The tower is a multi-dimensional structure. Attempting to 
  move between levels without benefit of holding onto the 
  Traveling Chain will result in the players reaching a random 
  floor. Randomly choose a destination as the players pass the 
  turn in the stairs. It is impossible to reach the library 
  randomly. 
   
  Random floor 
  (30%) – Storage 
  (25%) – Prison 
  (25%) – Ruins 
  (10%) – Living Quarters 
  (10%) – Ground Floor 
   
  Players have a (DC 20 Perception) chance of noticing the 
  chain, though will have no insight into its function. Holding to 
  the Traveling Chain while walking up or down the stairs will 
  allow the players to move directly between Ground level to 
  Living Quarters to Library. There is no chain on the stairs for 
  the other levels 
   
   
  Random Encounter in Shard Waste (1d6) 
  01 – Orc Scouts A scouting party of (1d3) ORCS 
   
  02 – Wolves A pack of wolves 
   
  (30%) lone WOLF 
   
  (30%) (1d6) WOLF 
   
  (30%) (2d6) WOLF 
   
  (10%) (2d6) WOLF + (1D3) WINTER WOLF 
   
  03 – Exiled Miners (1d3) starving and near death 
   
  04 – Weather Shift The weather has shifted. Each time 
  weather shifts during the game add +10% to die roll until 
  blizzard. 
   
  (20%) Clear 
   
  (30%) Fog – visibility is cut 50% 
   (DC 15 INT) or loose direction 
   
  (30%) Temperature drop 
   
   
  Treat as EXTREME COLD 
   
  (10%) Freezing Rain 
   
   
  Treat as EXTREME COLD* 
   
  *Cold weather gear provides no save 
   
   
  Open flames extinguished 
   
  (10%) Blizzard 
   
   
  Treat as EXTREME COLD* 
   
  *Cold weather gear provides no save 
   
   
  Open flames extinguished 
   
   
  (DC 15 INT) or loose direction 
   
  05 – Ice Breaks Open Giant cracks in the snow and ice appear 
  under foot. (DC 15 DEX) or fall into 10’ chasm. (2d6) fall 
  damage.  
   
  06 – ZOMBIE  
  Searching can revel 
  Shackles and chains that miners wear 
   
  06 – No Encounter / DM Choice 
   
   
   
   
   
   
   
   
   
   
   
  The Traveling Chain 
  Wonderous Item, Very Rare 
  The Traveling Chain allows the user to connect multiple locations 
  together for continuous travel. They can only be connected at the ends. 
  Once fastened to a location they cannot be removed without an 
  activation word. The chains will lengthen or shrink to fit the anchor 
  points. Chains are found in groups of (1d4). Chains must be used in spaces 
  with definitive ends (hallways, stairs, tunnels) 
   
  
   
   
  Points of Interest  
   
  Ground Level 
  The ground level is a sparsely furnished room with a high 
  (15’) ceiling. The room is lit by a single torch on a wall. 
  Multiple boxes and crates fill the room. In one corner is a 
  wooden door that leads to a small dinning area that is lit and 
  warmed by a large iron and stone fireplace. A pot of food sits 
  over the flames. A small bookshelf is tucked next to a 
  stairway in the corner. 
  The food in the pot is warm but barely edible. Save vs random 
  ingested poison. The MAGE can eat and suffer no ill effects. 
   
  If the players were expected by the MAGE he will offer food 
  and be insulted if they refuse. 
   
  Living Quarters 
  An old tattered rug takes up most of the open space on this 
  level. A few boxes and crates are scattered around. Along the 
  south wall are three wooded doors leading to small 
  bedrooms with minimal furnishings. 
   
  Library 
  The stairwell opens to a wall of books. Shelves are piled high 
  with stacks of papers, old tombs, scrolls cases, and various 
  texts. Tucked in an alcove is a small table covered in various 
  bottles and candles. A large, ornate oak door close off a 
  smaller room in the corner. 
  The shelves are perilously stacked. Searching the shelves has 
  a (1d6) chance of knocking them over burying the player in 
  heavy books (1d10) (DC 10 DEX save for half).  
   
  The alcove contains 2 Potions of the Overseer along with 
  notes and ingredients enough to make (1d6) more.  
   
  The door to the smaller room is locked (DC 25) and opening it 
  will automatically alert the MAGE anywhere who will teleport 
  to the room if not already there. The door is protected with 
  Explosive Runes (5d8 cold) centered in front of the door if 
  anyone but the MAGE opens it. 
   
  If the players have not yet encountered the MAGE they will 
  here. The MAGE will attack them on sight. 
   
   
   
   
   
   
   
   
   
   
  Library - Smaller Room 
  The room contains a large magic circle surrounded by 
  candles. In the lying on the floor in the center is a patchwork 
  body. Around the edges of the room are various body parts 
  lying on the floor or preserved in jars. 
  The mage uses this space in the construction of Flesh Golems. 
  The body in the room has a (1d4) chance of being complete 
  with instructions to guard the room. 
   
  Searching can reveal 
  (DC 20) a MANUAL OF FLESH GOLEMS 
   
   Prison 
  The room is bare and cold. Feeble candles cast shadows 
  around the room. Iron bars close off alcoves into long 
  forgotten cells. You can hear creatures moving in the 
  shadows. 
  The mage uses this level to keep corpses and undead that 
  may be of use someday. The bodies of undead creatures are 
  kept chained to the wall. Roll to see what is occupying the 
  floor as players reach it 
   
  (20%) – GHOULS (2D4) 
  (20%) – ZOMBIES (1D4) 
  (20%) – Corpse (1d6) 
  (20%) – SKELETONS (2D4) 
  (20%) – Live victim – miner from town – chained to wall 
   
   
  Ruins 
  The stairs end at a large heavy door (DC 15). The is glaringly 
  bright. A shifting bitter cold wind howls across the room 
  through large gaping holes in the wall and threatens to push 
  you off. The floor is covers in patches of ice and snow.  
  Moving on this level is very dangerous. At the beginning of 
  the round all players must pass a (DC 10 DEX or STR) check or 
  be blown 10’ in a random (1d4) direction. [1-north, 2-east, 3-
  sount, 4-west]. If this pushes the player past the edge of the 
  map a (DC 20 DEX or STR) check or be blown off the tower 
  and fall (50+5d10) feet to the ground and take (1d6 per 10’) 
  damage.  
   
   
   
   
   
   
   
   
   
   
   
   
  What is in the Box?! 
  The Shard Tower is full of various open, and unopened crates and barrels, 
  and boxes. Use the following tables to help determine the contents of any 
  container.  
  (25%) – Open 
  (75%) - Closed Breaking open a container (DC 15 STR) or (5d4 hp damage) 
   
  Searching / opening will reveal: 
  (20%) - General Furnishings and Appointments 
  (20%) - Mage Furnishings 
  (35%) - Utensils and Personal Items 
  (10%) - Container Contents 
  (10%) - Animal (Live/Dead/Undead 30% / 65% / 5%) 
   
  (35%) - RAT (1d6) 
   
  (35%) - BAT (1d6) 
   
  (20%) - SPIDER (1d6) 
   
   (5%) – confused and disoriented KOBOLD 
  (5%) - Unidentified Body Parts  
   
  
   
   
  Storage 
  The room is dark. Cobweb covered boxes, crates, and chests 
  are stacked haphazardly in piles making movement in the 
  room very difficult. Rustling and the sounds of things being 
  dragged can be heard coming from all directions in the room. 
  Players will have to move (DC 15 STR) or climb over (DC 15 
  DEX) boxes to move through the room. Failing a check results 
  in a small avalanche of boxes and junk that causes (1d4) 
  damage and pin the player.  
   
  The room is infested with various creatures that will scurry 
  and swarm through the rubble. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Movement through the room has a (1d4) chance of attracting 
  attention of a creature per round. 
   
  (20%) - SPIDER (1D6) 
  (20%) - GIANT SPIDER 
  (10%) - PHASE SPIDER  
  (20%) - SWARM OF RATS 
  (20%) - CRAWLING CLAW 
  (20%) - SHADOW 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Blood Ruins Mine 
  Surface 
  North of town, at the foot of the mountains, is the Blood Ruin 
  Mine. Large stone ruins appear on the far shore of the river. 
  The river is swift and large chunks of ice crash into the old 
  stone bridge, occasionally knocking stones off. On the far side 
  are the ruins and the mine entrance.  
   
  An old, abandoned stone watch tower stands on the near 
  shore overlooking the bridge. The ancient walls are marred 
  with carvings 
  Order is maintained the ruins and in the mine by a group of 
  guards, and taskmasters. 
   
  For every ten (10) miners there will be one (1) guard who will 
  direct and bully the miners and players. They are equipped 
  with clubs, whips, or short swords Treat as GUARD  
   
  Taskmasters serve to direct the guards and direct mining 
  efforts. They are equipped with clubs, whips, or short swords 
  Treat as THUG 
   
  Points of Interest  
   
  1. Old Guard Tower 
  The tower and a few connecting walls are all that are left 
  of the bridge gatehouse. On the walls are carved various 
  inscriptions one may imagine on a bathroom wall. Most 
  in Common, Elvish, Dwarvish, and Gnomish.  
   
  Searching can reveal 
  (DC 10 PER) – The door to the tower is both new and 
  locked (DC 20) 
   
  (DC 10) – Some of the inscriptions are in Orcish and tells 
  when the payments will be dropped off “First night of the 
  week, before dawn” 
   
  If players are here during that time, they will encounter a 
  party of six (6) ORCS that are here to retrieve the 
  payment. They have a key to the door. 
   
  If the players are here between midnight and dawn on 
  that night, they will encounter the MAYOR delivering the 
  treasure. 
   
  The treasure consists of: 
   
  (5d10) cut Rubies 
   
  (5d10) *100 GP 
   
   
   
   
  2. Stone Bridge 
  The bridge spans over the river and is just wide enough 
  for a cart to pass. The icy river flows by underneath 30’ 
  below. The river is too cold to swim. Players falling in or 
  attempting to swim must make a (DC 20 athletics) Per 
  round or be swept 20’ down river. Players attempting to 
  cross on the rocks must make a (DC 20 DEX) or fall in. 
  Treat river as FRIGID WATER 
   
  Under the bridge is a secret door (DC 15) large enough 
  for a team of horses to pull a wagon through. The door 
  can not be seen from above the bridge. There is a (1d10) 
  chance that players may see the wagon being pulled up 
  on to the road headed to town. 
   
  3. Mine Ruins 
  The ruins are of an old town that fell into disuse and 
  abandonment many years ago. A large sinkhole has 
  opened in the town that collapsed several buildings. 
   
  The miners have set up a makeshift dormitory in the 
  ruins, complete with dinning area, and a bar 
   
  (100 + 10d10) miners are in the ruins at any given time. 
   
  4. Mine Entryway 
  The entrance to the mine is a large crescent shaped 
  sinkhole. The sinkhole is 50’ down.  
   
  A series of ropes, chains, and pullies are used to pull 
  large crates of ore and rubies out of the mine. These 
  crates are also used to lower miners (20 at a time) into 
  the mine. Riding in the cart requires a “donation” of 5 gp 
  paid to the guard. Individuals who refuse to pay will be 
  tossed into the sinkhole, or just denied entry (20%/80%) 
   
  There is a slope around the edge that can be climbed up 
  or down (DC 15 DEX per 10’ traveled) or fall. Of the 
  miners who attempt to take the slope (2d6) will fall.  
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  
   
   
  
   
  Underground 
  The mine is populated by three classes of miner: 
  Free Miners – live in town. They travel to the mine 
  mainly to oversee their investment and mining team. Many 
  will have groups of indentured and slaves working for them. If 
  they do any work personally, they are equipped with warm 
  clothes, quality mining equipment, and adequate provisions  
   
  Indentured servants – work for free miners live at 
  ruins or in town. Many have joined into a free miner’s 
  company with the dream of striking it rich the rest work for 
  the OVERSEER. They pay dues of 20% (or 40 pounds) of their 
  daily haul to the free miners and will typically pay off their 
  debt in a year. If an indentured servant can not pay their daily 
  dues, they may be sold as slaves. They are equipped with 
  normal clothes and adequate mining equipment and will tend 
  to pool their food and other resource into a company mess. 
   
  Slaves – live in mine. Slaves never leave the mine. 
  They are either owned by free miner companies or by the 
  OVERSEER. Slaves live in area five (5). They have very poor 
  clothes, basic equipment, or even none having to dig with 
  bare hands. They wear chains on the wrists and legs. It is not 
  uncommon for (1d6+1) slaves to be chained together. Their 
  food, if any, comes from a daily meal served in the area five 
  (5) 
   
  In area six (6) miners can acquire per hour: 
  adequate equipment -  
  (1d10) pounds of gold ore 
   
   
   
  (1d6) raw rubies 
   
  basic equipment-  
  (1d6) pounds of gold ore  
   
   
   
  (1d4) raw rubies 
   
  bare hands - 
   
  (1d4) pounds of gold ore  
   
  In area seven (7) add an additional (1d4) 
   
  Areas one (1) through five (5) subtract (1d6) as they have 
  been overworked 
   
  Various mining groups have claimed sections in the mine and 
  are very territorial about the sections that they work. 
  Encroaching on another miner’s spot is seen as an aggressive 
  move. 
   
   
   
   
   
   
   
  Areas / Points of Interest 
   
  Area 1 - Entrance 
  The entry cavern to the underground mine is a large sinkhole. 
  Several of the original buildings have fallen and ruins 
  surround the area. The opening above is wide and natural 
  lights fills the cavern during the day. Makeshift living quarters 
  are spread out through the ruins and rubble. Open to the sky 
  above the cavern is very cold. To the east a wide hall leads 
  deeper into the mine 
   
  1. Entrance/Exit 
  Being able to leave by the lift requires a payment of forty 
  (40) pounds of gold ore. Miners that do not have the 
  quota, and do not have the strength to resume digging or 
  dragging their load up the slopes will try to sleep in the 
  fallen ruins. Unprotected ore is frequently stolen. 
   
  Bodies of miners who fell to their death can be seen. A 
  few individuals are loading the bodies into carts to be 
  taken to the undertaker (60%), or to the MAGE (30%), or 
  to the cook pots (10%) 
   
   
  Area 2 – Staging Area 
  The chamber filled with various staging areas, blacksmith 
  work areas, and supply depots, and the occasional baker and 
  bar. Various groups of free miners assemble with their teams 
  of indentured servants planning for their trip deeper into the 
  mine. The space is lit by various torches, lanterns, and a few 
  open fires.  
  Services and supplies can be had here for 3x the normal cost. 
  Food, equipment, and other provisions can be used as barter 
  at 5x their value 
   
   
  Area 3 – The Morgue 
  The cavern is nearly dark. A putrid smell fills the air. Dim 
  candles are sparsely placed through the area. Mass graves are 
  dug in various locations of the room. Slaves can be seen 
  wandering between the corpses, removing clothing, 
  equipment, and personal possessions. The bodies are then 
  dumped into an open grave and covered in ash. 
  The smell in the room is strong. Players need to make a (DC 
  15 CON) save or become incapacitated with nausea and 
  vomiting. There are (1d4+1) slaves in the room being watched 
  by a taskmaster. The taskmaster will challenge the players on 
  sight. 
   
   
   
   
   
  
   
  2. Body Removal 
  There is a secret door (DC 10) located in the back of the 
  room. The door is large, metal, and leads to a tunnel that 
  opens to the surface under the bridge. A covered cart of 
  bodies is near the door. The cart is taken to the MAGE once 
  every (1d4) days 
   
  Searching can reveal 
  (DC 10) a note in the cart listing the names bodies, brief 
  personal history of each, and is addressed to the MAGE 
   
  Area 4 – Hall of Mirrors 
  The cavern is dug out of rocks and ice. There are no torches lit 
  in this area and the sounds of digging and mining are not to 
  be heard. The walls and floors are slick from slightly melting 
  ice. A shaft of daylight can be seen to the west 
  If players are carrying light sources the light is reflected and 
  multiplied across dozens of ice chunks. In the early years of 
  the mine, mages tried to use magic to dig out the ore. It was a 
  failure, but the build up of magic in the area spawned 
  creatures not found in the rest of the mine. 
   
  Random Encounters for Area 4 (1d4) 
   
  1 – (3d4) ICE MEPHIT 
   
  2 – WATER WEIRD (Frozen) 
   
  3 – GRAY OOZE 
   
  4 – (1d4) Lost, Deranged Miner 
   
  3. Reflective Crystals 
  A shaft of sunlight shines down through a hole in the roof of 
  the cavern. Striking off the ice and crystals in the area has a 
  mesmerizing effect. Players who fail a (DC 15 WIS) check will 
  either stand comatose (75%) or go into a rage (25%) for (1d4) 
  turns. 
   
  Area 5 – Slave Quarters 
  The cavern is full of slaves that are off shift. For eight (8) 
  hours a day they can be found here sleeping or if they are 
  fortunate eating. The bedding is minimal, consisting mainly of 
  tattered blankets and bundled coats. A communal food pot 
  sits over an open flame by the hall to the next cave  
  Fights frequently break out over food, or blankets, or ore. 
  There is a (1d4) chance of (2d6) miners starting a fight with 
  each other, or the players 
   
   
   
   
   
   
   
   
   
  Area 6 – Main Mining Hall 
  The main mining hall spreads out in all directions. Dozens of 
  teams of miners have taken up locations throughout the area 
  chains the ore veins. Scaffolding is built ramshackle against 
  the walls and into pits. Ropes and chains hand platforms from 
  the roof. Hand drawn carts and litters full of supplies and ore, 
  and more that carry corpses get dragged back and forth. The 
  air is full of the constant sounds of ringing picks, falling rocks 
  and the guard’s whips. 
  The main mining area is the most divers section of the map. 
  Temperature ranges from very cold, on the top, to very warm 
  on the bottom. 
  The scaffolding that is used through the mine is very weak 
  and flimsy and always on the verge of collapse. A (DC 15 STR) 
  is required to knock a section. Additionally, if they take 10 
  points of damage they will collapse. A collapsing section will 
  be (1d10) square feet and cause (1d6) damage. (DC 15 DEX) 
  to avoid. 
   
  4. Slave Auction 
  A slave auction is in progress with a collection of indentured 
  servants being sold for failing to meet obligations. Prices for 
  slaves will start at one (1) SP and go up by (1d4) SP to a 
  maximum of (10d10) SP for each. Supplies and personal 
  effect will also be sold separately. Prices for supplies and 
  personal effects will start at one (1) CP and go up by (1d4) CP 
  to a maximum of (3d10) CP  
   
  5. Shaft of the Lost Miners 
  A large sinkhole connecting area 6 to area 7. The sinkhole is 
  roughly 15’ in diameter. Several ropes and chains have been 
  secured to allow players to climb up and down. A team of 
  miners were caught in the sinkhole a few years back when 
  they were sent on a mining mission to find the temple for the 
  OVERSEER. They would eventually find their way back across 
  the Chasm Spires. 
   
  6. Ice Bridge 
  Water pours out of the wall of the cavern and spreads out 
  wide across the floor where is flows into a natural shoot on 
  the other side. Large jagged chunks of ice are pushed along 
  by the moving water. Approximately 20’ wide and up to 4’ 
  deep in some places the slashes from the waterflow send 
  spray up into the room. A wooden bridge has been set up on 
  stone footers that were tossed into the icy flow.  
   
  The bridge is very slick and very poorly constructed and will 
  collapse on a (1d6) for every player that attempts to cross. 
  (DC 15 DEX) to avoid falling into the FRIGID WATER. Spare planks 
  of wood and piles of store are scattered on either side to help 
  rebuild the bridge as needed. 
   
   
  
   
   
  7. Chasm Spires 
  A collection of ropes, chains, pullies, and random boards acre 
  fashioned together into a webwork of bridges that connect 
  various stalactites, stalagmites, and pillars together. A cold 
  wind howls through the cavern.  
   
  There are multiple routes a player can take that have been 
  marked out. 
   
  The easy path crosses 5 (DC 15 DEX) rope and chain spans 
  The middle path crosses 3 (DC 20 DEX) chain and wood 
  The eagle path consists of 2 (DC 15 STR) ziplines 
  The cart path that has a (30% chance per person on it) of 
  collapsing 
   
  Failing a check results in the player falling (10d10) feet to the 
  passage floor 
   
  Area 7 – New Mining Area 
  A subterranean pool fills the lower corner of the cavern. The 
  ceiling is low, and there is a lot of organized activity in the 
  cavern all centered around a single point in the wall.  
  On a (DC 15 Perception) players will notice that there are no 
  gold veins in the cavern and no ore in the pile of rock and dirt 
  that the slaves are moving. 
   
  If the players have not yet encountered the OVERSEER, they 
  will here. The OVERSEER will demand they help with the dig 
  and attack if they refuse. 
   
  8. Archeology Tunnel 
  Slaves have started a new tunnel. The work is at a frenzied 
  pace and slaves that fall are stepped on or buried as large 
  sections of wall come down. Others are thrown into the pool 
  where they are swept down the waterfall, followed by the 
  screams and noises of a huge monster eating them. 
   
  Searching can reveal 
  (DC 15 INT) several artifacts of broken weapons and armor 
  matching kobold and styles and dragon imagery 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 8 – The Ice Temple 
  The cavern is pitch black. The sounds of falling water echoes 
  through the cavern high overhead. Giant pillars reach high 
  into the shadows on the ceiling. Giant icicles and frozen 
  pillars fill the space. A tall flow of water, snow, and ice falls 
  from the ceiling to land in a lake that covers a large section of 
  floor. Various rocks stick up through the frozen surface 
  creating various sized islands. Towards the middle of the lake 
  is a large snow- and ice-covered mound. 
  The pool of water varies in depth (2d10) +2 feet and is 
  covered in THIN ICE. Attempting to jump from rock to rock 
  requires a (DC 15 DEX) or fall into the pool. 
   
  9. Ice Mound 
  The Ice Mound is the lair of a REMORHAZ. Slaves that are 
  thrown into the pool land nearby and are eaten. There is a 
  treasure hoard (CR 11) located frozen in the mound 
   
   
  
   
   
  Random Encounter in Mine Underground (d%) 
   
  Random Encounter Table 1 
  (40%) – Roll on Encounter sub-table A 
  (40%) – Roll on Environmental sub-table B 
  (20%) – Roll on Monster sub-table C 
   
  Encounter sub-table A (1d12) 
  01 - Fighting pit - A group of guards have started a pit fight of 
  “willing” slaves. Fight is to the death with pickaxes. Treat as 
  WAR PICK. Bets are being taken. 
   
  02 - Miner Thief – Slave attempts to steal Ore/Food (40/60%) 
  from party/another miner (30/70%) 
   
  03 - Task – Players are told by taskmaster to go to Area 3 and 
  help with a delivery. 
   
  04 - Contraband - Players find a group of miners gathered 
  around a person selling contraband food/tools/potions. Price 
  is 3x normal list 
   
  05 - NPC – OVERSEER – Players see OVERSEER whipping a 
  slave to death for an infraction. 
   
  06 - Assignment - Players are told to report to Area 7 to help 
  with new dig site. 
   
  07 - Monster attack- Monsters (roll on Monster sub-table 
  C) attack a group (1d4) nearby miners 
   
  08 - Guards – Guards (1d4 +1) start harassing players for not 
  working / demanding protection money 
   
  09 - NPC (PALADIN) – Players cross paths with PALADIN who 
  is looking for his miner/ OVERSEER to kill him. (60%/40%) 
   
  10 - Freeminer – A freeminer offers the Players a chance to 
  join his company as an indentured servant 
   
  11 - Slave Revolt – A group (1d6+1) Slaves attempt to rise up 
  and kill the (1d4) guards watching them 
   
  12 - Miner Begging – Indentured Servant begging for help 
  paying off their debt of (5d10) gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Environmental sub-table B (1d6) 
  01 - Motherlode - Mining group hits a good pocket of 
  ore/rubies! Commotion will attract the attention of (2d6) 
  miners who will try to dig the area. (50% starting a fight) 
   
  02 - Cave In – Stone and rocks fall from the cavern ceiling in a 
  10’ area. (4d6) damage (DC 15 DEX) Save vs half 
   
  03 - Sinkhole – The floor drops out in a 10’ wide section. 
  Players in the area will fall 20’ (2d6) damage (DC 20 DEX) Save 
  vs half 
   
  04 - Scaffolding collapse – Scaffoling in a 5’ area collapses. 
  (2d6) damage (DC 15 DEX) save vs half 
   
  05 - Corpse – (1d4) dead miners are found buried under rocks 
   
  06 - Ruby find – Players find (1d4) raw rubies in the dirt 
   
   
   
   
   
   
   
   
  Monster sub-table C (1d6) 
  01 - (2d6) SWARM OF RATS – Rats run out of crevasses in the 
  wall and from under piles of rock 
   
  02 - (2d4) GIANT BATS – Bats swoop down from the shadows 
  above 
   
  03 - (1d4) ORCS – A team of orc scouts have found a way into 
  the mine to steal treasure and cause havoc 
   
  04 - (3d6) PIERCERS – Piercers fall from the ceiling 
   
  (30%) also encounter (1d4) ROPERS 
   
  05 - (1d4) CARRION CRAWLERS – Crawlers ambush the party 
   
  06 - (1d4) GIANT SPIDERS – spiders drop from the ceiling 
   
   
   
   
   
  
   
  Eastern Ice Chasm 
  Mountains 
  The snowcapped mountains rise high above the frigid river. 
  The slopes of the mountains are steep with sparse pine trees, 
  heavily covered in snow and ice. Wind howls through the 
  rocks and trees. The distant rumbles of rockfall and avalanche 
  can occasionally be heard. No visible path leads through the 
  rocks and boulders. 
   
  Far below the river rages in thunderous rapids as ice chucks 
  are dashed against rocks. 
  Traveling overland through the mountains is very dangerous. 
  There is a (DC 20 Perception) trail that the orcs use down by 
  the riverbank that will cut overland travel time by 50%, 
  though slips and falls here will result in the players landing in 
  the river. 
   
  If players chose to move through the mountains tied 
  together, if any slip, fall, or are caught by an environmental 
  encounter, all attached players must make a (DC 15 STR) or 
  suffer the same fate. 
   
   
  Orc Village 
   Built between the river and the bay, the orc village is built 
  into caves in the steep slopes of the side of the mountains. 
  Three ships sit tied to old wood docks just out into the frozen 
  bay from piled stone jetties. On the river side a tall wooden 
  tower overlooks the chasm. Dozens of orcs can be seen 
  throughout the village. 
   
  Occasionally the sound of a large can be heard coming from 
  one of the caves 
  The village holds: 
  (1d4) ORC CHIEFS 
  (2d6) ORC EYE OF GRUUMSH 
  (3d4) OROG 
  (6d10) ORCS  
   
  Orcs have a 50% chance to notice approaching players who 
  are not actively trying to avoid detection. If spotted the orc 
  will send a war party of (#d6) ORCS to engage them 
  The orcs in the village are growing angered with the 
  reduction in tribute from the town and have started to breed 
  wyverns to ride to use to attack the town. Currently only one 
  wyvern can be ridden by the chief. 
   
  The slopes in the village are very slippery from mud and 
  snow. Treat as SLIPPERY ICE When attempting to climb up or 
  down. Orcs do not need to make any checks 
   
   
  Points of Interest 
   
  1. Chief Cave 
  From this high cave the tribe chiefs can meet and 
  oversee the village. It has a commanding view of the bay 
  and the river. It is also where they are keeping the 
  treasure and goods they have so far stolen from the 
  town and ships. Treat as CR 05-10 HOARD 
   
  Searching can reveal 
  (DC 10) Written documents (in orcish) outlining the 
  arrangements between the orcs and the MAYOR 
   
  2. Band Cave 
  This cave houses the majority of the village. It is a deep 
  cave that goes far back into the mountain with several 
  smaller small rooms and hallways 
   
  3. Wyvern Cave 
  (1d4+1) Wyverns are held here in a large cave. The 
  opening of the cave is blocked by a large iron gate. If the 
  gate is opened the wyverns will attempt to escape.  
   
  4. River Tower 
  A watch tower that the orcs will use to keep an eye on 
  the surrounding areas. 3 orcs will always be on guard.  
   
  5. Pavilion of the ORC EYE OF GRUUMSH 
  Atop of the southern hill is a pavilion that houses the orc 
  of gruumsh. The ground is scorched by old bonfires and 
  sacrifices. 
    
  Searching can reveal 
  (DC 10) Written records (in orchish) of a lost dragon 
  temple and several artifacts of broken weapons and 
  armor matching kobold and styles and dragon imagery 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Random Encounters in Eastern Ice Chasm Mountains (D%) 
   
  Random Encounter Table 1 
  (50%) – Roll on Environmental sub-table A 
  (50%) – Roll on Monster sub-table B 
   
  Environmental Sub-Table A (1d10) 
  01 – Avalanche An avalanche is falling down the mountain 
  side. Players have 2 rounds to react. Avalanche is (1d10 x 10) 
  feet wide. Players caught in the avalanche will take (5d6) 
  damage and be buried 10’ deep (DC 25 DEX) to save for half 
   
  02 – Rockslide A rockslide has been triggered. Players have 1 
  round to react. Rockslide is (1d4 x 10) feet wide. Players 
  caught in the rockslide will take (2d6) damage. (DC 20 DEX) to 
  save for half 
   
  03 – Ground Collapse the ground the players are walking on 
  breaks away from the side of the mountain. Players fall (1d6 x 
  10) feet and take (3d6) damage. (DC 20) to save. 
   
  04 – Treefall Trees collapse from weight of snow and ice in 
  the wind. Players caught in the tree will take (2d6) damage 
  and will be held until freed. (DC 15 DEX) to save 
   
  05 – Pit Trap A simple pit trap covered in snow dug by orcs 
  for trapping animals (DC 15 Perception) to notice. Pit is 20’ 
  deep 
   
  06 – Wide Crevasse The path the players are on ends in a 30’ 
  wide, 100’ deep crevasse.  They will need to find a way to 
  cross or turn back. Turning back adds (1d4) hours to journey. 
  If players are following the orc trail, re-roll ignoring 6 or 7 
   
  07 – Cliff The path that the players are on ends at a cliff. 
  (50%/50%) Up or Down. The cliff face is (1d6 x 10) feet tall. 
  They will need to find a way to scale the cliff or turn back. 
  Turning back adds (1d4) hours to journey. If players are 
  following the orc trail, re-roll ignoring 6 or 7 
   
  08 – Small Cave Players pass a small (20x20’) cave in the side 
  of the mountain. It is a good place to get out of the weather, 
  but then, anything could be in there. 
   
  (60%) – empty 
   
  (30%) – monster (re-roll on Monster Sub-table B) 
   
  (10%) – Stashed treasure 
   
   
  Treat as CR 0-4 HOARD 
   
  09 – Weather Shift The weather has shifted. Each time  
  weather shifts during the game add +10% to die roll until 
  blizzard. 
   
  10 - No Encounter / DM Choice 
   
   
   
   
   
   
  Monster Sub-Table B (1d10) 
  01 - (3d4) WOLVES a pack of wolves are stalking the party. 
   
  02 - (3d4) STIRGES A flock of stirges swarm the players. 
   
  03 - (2d6) ELK a few elk wander by. They will attempt to flee if 
  attacked. 
   
  04 - AIR ELEMENTAL an enraged air elemental is wreaking 
  havoc. 
   
  05 - (1d4) TROLLS band of trolls are out hunting. 
   
  06 - (2d6) ORC a scouting part is out hunting. If players are 
  following the orc trail triple the number of orcs. 
   
  07 - (1d4) ZOMBIE frozen zombies claw their way out of the 
  snow and attack the party. 
   
  08 - (1d4) YOUNG REMORHAZE lie in wait for prey under the 
  snow. 
   
  09 – (1d2) Wyverns screech overhead attacking the players if 
  provoked or (30%) just in a bad mood 
   
  10 - No Encounter / DM Choice 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Icewind Betrayal.pdf