TEXT: Andrew Bishkinskyi
  amarune’s
  adventures
  Terror
  in theIce
  
  Amarune's Adventures | Credits
  2
  Contents
  Contents
  Chapter 1 
  6
  Chapter 2 
  15
  Chapter 3 
  19
  Chapter 4 
  28
  Appendix A 
  34
  Appendix B 
  34
  Corrupted Polar Bear .......................................... 34
  Bloated Corrupted Walrus ................................. 35
  Ice Troll ................................................................ 36
  Remorhaz ............................................................ 36
  N PCs .................................................................. 39
  Naivara Firahel .................................................... 39
  Jorus ..................................................................... 39
  Silver .................................................................... 40
  Appendix C 
  40
  Appendix D: 
  42
  Credits
  Credits
  Lead Designer & Producer: Steve Fidler
  Writing and Design: Andrew Bishkinskyi
  Editor: Ryan Langr
  Playtesters: Ivan, Laura C., Nick S., RA P.
  Layout: Nathanaël Roux
  Graphic Designer: Nathanaël Roux
  Cover Art: Andrew Bishkinskyi composed by Steve Fidler
  Cartography: Map of Faerûn by Dusty Haynes @ 
  TableTopAdvantage.com, modified by Steve Fidler & 
  Nathanaël Roux
  Interior Maps: Andrew Bishkinskyi
  Interior Sketch Art: Nathanaël Roux and Shiah 
  “Cinder” Irgangladen
  Other Interior Art: Bob Greyvenstein, Adela Quiles, 
  Jack Holliday, Bartek Blaszczec, some art © Louis 
  Porter, Jr. Design. All Rights Reserved., Tithi Luadthong 
  (shutterstock), NextMarsMedia (shutterstock), 
  Digiselector (shutterstock), some art provided by Wizards 
  of the Coast for DM’s Guild use. Used with permission, 
  ink splatter brushes (Brusheezy.com).
  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 copyright 2019-2020 by Vorpal Dice Press and published under the Community Content Agreement for Dungeon Masters Guild. 
  
  Amarune's Adventures | Terror in the Ice
  3
  Terror in the Ice
  Terror in the Ice
  Adjusting This Adventure
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you determine the 
  best mix of opponents to provide them with to 
  create an appropriate challenge. While you’re 
  not bound to these adjustments; they’re here 
  for your convenience and consideration. Player 
  experience, character optimization, and magic items 
  should also be considered when making the party 
  strength determination.
  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). This adventure is optimized for APL 8. 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 8
  Very weak
  3-4 characters, APL equivalent 8
  Weak
  3-4 characters, APL greater than 8
  Average
  5 characters, APL less than 8
  Weak
  5 characters, APL equivalent 8
  Average
  5 characters, APL greater than 8
  Strong
  6-7 characters, APL less than 8
  Average
  6-7 characters, APL equivalent 8
  Strong
  6-7 characters, APL greater than 8
  Very strong
  Factoring in 
  Non-Player Characters
  For this adventure, NPC characters are provided to 
  help weak and very weak parties with certain tasks. 
  When this is the case, it is noted in the text. When 
  the text refers to party strength, it always refers to 
  the party strength as calculated based on player 
  characters only and already takes into account that 
  an NPC is assisting. This means that a party of 4 level 
  8 characters is still considered weak regardless of 
  whether an NPC is joining them.
  Quick Build Party
  This adventure is designed to scale appropriately to 
  any party of existing characters of levels 5 to 10.
  If the party is creating or scaling characters especially 
  for the adventure, the following quick build 
  is recommended:
  • Level 8 characters
  Equipment:
  • (1) Starting Equipment
  • (2) Any mundane armor, shield, and weapons 
  available in the Player’s Handbook
  • (3) 3 healing potions per character.
  3 permanent magic items chosen as follows:
  • (1) Any uncommon magic item
  • (2) An uncommon or rare magic item that is a 
  shield, armor, or cloak
  • (3) A rare magic weapon OR an uncommon wand, 
  rod, or staff
  
  Amarune's Adventures | Terror in the Ice
  4
  My ships, the Terror, the Erebus 
  Are learning the meanings of their 
   
  names. 
  What madman christened them 
  The ships of Terror and of Hell? 
  In open sea they did four knots; 
  Here, they rot and cannot move at all.
  —From the poem Terror and Erebus by 
  Gwendolyn MacEwan
  Adventure Background
  The Faraway Explorers are a company of treasure 
  hunters currently operating out of the city of 
  Luskan. They have recently discovered the ruins of 
  an ancient fortress of the giants called Knorlfesting, 
  located on an uncharted island in the Sea of Moving 
  Ice. During a successful expedition to explore the 
  ruins, so many artifacts of historical significance and 
  value were discovered that they could not fit on the 
  expedition ship to bring back.
  Upon returning to Luskan, a second expedition 
  was quickly mounted to pick up the remaining 
  artifacts. In addition to the Erebos—the company’s 
  own ship—a former pirate ship called the Terror 
  of Ten Towns was leased and retrofitted for the 
  icebound journey.
  Along with a sailing crew and the members of the 
  exploration company, a number of adventurers were 
  hired on to assist the expedition.
  An uneventful outbound journey allowed for the 
  safe loading of the remaining artifacts into the ships’ 
  cargo holds and the two ships set out on the return 
  journey across the Sea of Moving Ice.
  Author’s Note
  While the adventure’s theme and certain names are 
  inspired by the historical and fictional accounts of the 
  Franklin expedition, any further similarities are purely 
  unintentional.
  
  Amarune's Adventures | Terror in the Ice
  5
  Adventure Overview
  Chapter 1: Out of the Cold and Into the Ice
  During the return journey, the ships are caught in a 
  massive storm. Characters must assist with securing 
  the cargo.
  Chapter 2: The Terror.
  As the storm clears, the characters’ ship—the 
  Erebos—finds itself locked in ice. The Terror of Ten 
  Towns can be seen some distance away, similarly 
  stuck. The characters must traverse the ice to 
  discover the fate of the sister ship.
  Chapter 3: Get Me Shelter
  With the cold snap showing no sign of letting up 
  and increasing danger to the ship itself, a decision 
  is made to move the crew to land and prepare for 
  a prolonged stay. They make landfall on the shore 
  of a nearby island. The characters must explore the 
  island and find a safe place to shelter.
  Chapter 4: The Way Home
  Having explored the island, the characters realize the 
  biggest threat to their lives on the island is also their 
  best chance to get home. A journey into a deadly lair 
  determines whether they live or die.
  Adventure Hooks
  Hired Adventurers. Most characters have likely 
  been hired in Luskan to assist the expedition. There 
  are a number of reasons why such an expedition 
  would hire adventurers: pirates and giant raiders are 
  the main dangers.
  Giant Scholars, Artisans or Archeologists. A 
  scholar or person of giant heritage has found their 
  way onto the ship as a hired expert or as a paying 
  passenger—perhaps sponsored by a museum 
  or university.
  Merchants. An antiquarian or trader in arcane 
  goods is on the ship as a prospective buyer or an 
  advance appraiser, either for an interested buyer or 
  for themselves.
  Sailor or Pirate. A number of sailors and former 
  pirates were hired on to crew the two ships. This 
  includes some of the Terror of Ten Towns’s former 
  crew. The sailing crews—regardless of their initial 
  affiliation—were split up between the two ships.
  Other Arctic Campaign (Alternate Hook). This 
  adventure can easily be adjusted to be inserted 
  into any campaign that involves travel across arctic 
  waters. For Storm King’s Thunder, the adventure 
  can be inserted into Chapter 3, provided that the 
  characters are of a high enough level to undertake it. 
  For Rime of the Frostmaiden, the characters may be 
  asked to assist the expedition by a third party, 
  believing that the giant artifacts may hold some 
  clues to the mystery of Auril.
  For other campaigns, it can be adjusted during a 
  return journey from any icy destination. If your story 
  calls for it, the Terror of Ten Towns can be changed 
  to be an unrelated ship discovered derelict in the ice, 
  rather than a sister-ship.
  NextMarsMedia
  
  Amarune's Adventures | Terror in the Ice
  6
  Chapter 1: Out of the Cold and Into the Ice
  Chapter 1: Out of the Cold and Into the Ice
  The adventure begins as the party departs the giant 
  ruins of Knorlfesting aboard the sailing ship Erebos. 
  The expedition’s second ship—The Terror of Ten 
  Towns —left two hours earlier and can be seen in 
  the distance.
  Both ships are laden with artifacts and treasures 
  recovered from the giant ruins. The ships are 
  returning to Luskan, with the journey expected to 
  take 20-30 days. A tenday is expected to be spent 
  navigating the treacherous Sea of Moving Ice and 
  then another tenday or so in open water along the 
  Sword Coast.
  The expedition is organized by an adventuring 
  company called the Faraway Explorers. Eight of the 
  Faraway Explorers accompany the journey, four 
  aboard the Erebos and four aboard the Terror of Ten 
  Towns. A number of additional adventurers have 
  been hired for the journey. Of the hired adventurers, 
  the player characters and three others are aboard 
  the Erebos, while the rest are on the Terror of Ten 
  Towns. Read or paraphrase the following text aloud:
  It is morning aboard the expedition ship Erebos. Most 
  of the crew and passengers are gathered on deck to 
  bid farewell to the snow-covered island. The morning 
  sun is blinding as it reflects off the pristine snow, 
  causing sailors to squint and hold out their arms to 
  shade their eyes.
  The three-masted ship begins to glide away across the 
  blue waters of the Sea of Moving Ice. Soon, the grey 
  ruins of the giant stronghold Knorlfesting are but a 
  spec in the distance.
  The journey so far has been an easy one, with the ruins 
  having filled the ship’s hold with enough treasure to 
  have many sailors looking forward to a rich night on 
  the town in Luskan.
  Soon enough, the frigid wind blows, shaking off the 
  wistful looks back to land. They’re replaced by those of 
  practical determination as everyone sets in for the long 
  journey across the dangerous sea.
  Looking forward, there is only the ice-littered sea, the 
  sky, and the comforting outline of the expedition’s 
  second ship a few miles ahead.
  Part 1: Friends and Watches
  With the adventure picking up on the return 
  journey, the characters have had plenty of time to 
  acquaint themselves with others aboard the ship. As 
  such, the introduction of both player and non-player 
  characters can take the shape of a flashback to either 
  the initial boarding of the ship in Luskan or to time 
  spent aboard during the outbound journey.
  The Erebos runs on watches, with everyone aboard 
  expected to be on-watch for 6 hours and then off-
  watch for 6 hours. The watches run from the 12 to 
  6 and 6 to 12 bells. While on watch, everyone is 
  expected to perform various duties aboard the ship—
  ranging from helping sail to keeping iceberg watch 
  while in the Sea of Moving Ice.
  The characters must be split up into the First and 
  Second watch. This determines which NPCs they 
  spend the most social time with during the journey.
  Non-Player Characters (N PCs) 
  in This Adventure
  After Chapter 1—which is more traditionally 
  structured—the adventure generally does not refer 
  to which NPC has what information to present to 
  the players.
  It is intended that the DM—based on the NPC’s role 
  and relationship to the characters—finds the right NPC 
  to deliver a piece of information or task to the players.
  For example, the Captain is likely to dictate ship-
  related tasks, while the leaders of the Faraway 
  Explorers make decisions regarding the overall 
  expedition. Everyone is working together, so it is not of 
  particular importance which specific NPC says what.
  The goal is to allow relationships to develop 
  naturally and for conversations to create a sense of 
  other living characters taking part in the journey.
  Combat NPCs
  The three additional adventurer NPCs aboard the 
  Erebos serve a secondary purpose of assisting weaker 
  parties in combat. This is noted in the individual 
  sections where it is relevant.
  Ice Sailing Fact
  Aboard tall ships traveling through arctic waters, 
  watching for icebergs is a matter of life and death. 
  While large icebergs can be spotted from far away, 
  smaller bits of iceberg called “growlers” are tougher to 
  spot and can be just as dangerous if they collide with 
  the hull at speed.
  
  Amarune's Adventures | Terror in the Ice
  7
  Introductions
  In addition to providing an overview of the 
  characters for the DM, the following NPC section 
  can be used to build a more enhanced character 
  introduction that builds on-board relationships. 
  For a group more eager to jump into the adventure, 
  this section can be skipped, or brief summaries can 
  be given.
  To run the enhanced introduction section, start by 
  splitting the player characters into the two watches. 
  Characters that are close friends may opt to be on 
  watch together, but the entire party cannot be. 
  Watches can also be assigned randomly.
  Once watches are assigned, rather than having a 
  player introduce their character purely to the players, 
  describe a flashback from their initial boarding of 
  the ship and/or the outbound journey. During this 
  flashback, have them introduce themselves to other 
  PCs and NPCs they encounter while on watch with 
  them (the watch assignments of the individual NPCs 
  are listed below).
  The first such encounter should always include 
  Sheckla and/or Frink. They’re the members of the 
  Faraway Explorers who have hired the adventurers 
  or at least had to approve them joining the ship. This 
  encounter helps set the backstory for the journey, 
  not only for the individual characters, but for the 
  party as a whole.
  As a general rule, all the NPCs aboard want to 
  be on this journey, perform their tasks diligently, 
  and do not act in an adversarial manner. These are 
  comrades, not hidden villains. In addition to the 
  listed NPCs, there is a crew of 30 sailors, of whom 
  two run the kitchen and one is the ship’s medic.
  Other than the captain and first mate who share a 
  cabin, all the rest of the crew and passengers share a 
  sleeping area below decks with bunks separated by 
  thin partitions, without a door.
  There is also a mess hall that doubles as a common 
  room outside of meal hours.
  There is no expected outcome from these early 
  social introductions other than familiarity with the 
  journey and others on board.
  
  Amarune's Adventures | Terror in the Ice
  8
  N PCs Aboard the Erebos
  First Watch
  Captain Karle Gloast, male human, NG. Well 
  into his fifties, the captain fits the “grizzled sea dog” 
  cliché perfectly—wild grey beard, pipe, and all.
  After a brief stint on a pirate ship as a teenager, he 
  fell in with the Faraway Explorers and made enough 
  coin to buy his own ship. Having officially retired 
  from the company to sail, he is always thrilled to 
  provide transport for their sea-bound endeavors.
  Captain Gloast is a reliable and capable seaman 
  who cares about his crew and friends. Despite his 
  many adventures dealing with magic and treasure, 
  the tales he likes to tell are always of the sea and its 
  whims. The captain is stoic and responsible, drinks 
  only in moderation, and does not gamble.
  Sheckla and Frink, orc female and halfling male, 
  LN, NG. Leaders of the Faraway Explorers. Those 
  involved in the adventuring life are well familiar 
  with the sight of an odd combination of characters 
  walking into a pub as a group. This is no different 
  for the Faraway Explorers, who are currently led by a 
  wife & husband team of an orc and a halfling.
  Sheckla, despite her imposing 7-foot height and 
  thick musculature, moves with a lithe grace even 
  aboard a ship fully at sail. The more quiet of the two, 
  she is a strategic thinker and the one to put together 
  complex long-term plans. Her spare time is spent 
  going over sea charts, researching and planning 
  future expeditions, and occasionally playing games 
  of the more intellectual nature such as dragonchess 
  or three-dragon ante.
  The thing that Frink has most in common with 
  his wife is the ability to move with precision and 
  dexterity. It was as the scouts for their adventuring 
  party that the two initially grew close. Frink is the 
  more talkative and charismatic of the pair. If a deal is 
  to be made, contract to be negotiated, or a tale to be 
  told, he’s likely the one to be doing it and with gusto.
  Frink’s spare time is often spent getting to know 
  others. He has an uncanny ability to make time for a 
  conversation and drink with everyone from novice 
  sailors to seasoned adventurers.
  Bob Greyvenstein & Adela Quiles
  
  Amarune's Adventures | Terror in the Ice
  9
  Naivara Firahel, wood elf female, hired 
  adventurer, LG. There is a strange duality to Naivara, 
  making her seem at times stand-offish and other 
  times carefree. She had spent the last several years 
  working tirelessly to find and rescue her brothers 
  from drow captivity.
  It is only recently, after saving one and leaving 
  the other dead in the attempt, that Naivara has felt 
  freedom from the weight of that responsibility. 
  Signing on to this journey is less of a job and more 
  of an adventure and a chance to learn how to live for 
  herself again. The many years of never letting down 
  her guard have made the transition difficult.
  Naivara has spent most of her adventuring career 
  guarding overland caravans. While this has made her 
  an expert ranger and well-adapted to cold weather, 
  she’s inexperienced upon the seas.
  Naivara splits her spare time between learning 
  all she can about ship operations and hesitantly 
  partaking in any recreational activities she’s 
  invited to.
  To prepare herself for the journey, Naivara spent 
  quite some time reading through a Luskan library 
  copy of Amarune’s Almanac: Arctics of the Realms. 
  Being a ranger, her interests were mostly in useful 
  arctic flora and she’d copied a number of plant 
  descriptions and properties into her personal 
  journal. They’re not exhaustive and mostly in 
  short form.
  Second Watch
  Razor Boam, male human, CG, member of the 
  Faraway Explorers, serving as First Mate of the 
  Erebos. Razor is a thin charismatic human with an 
  elaborate mustache and a deep baritone voice that 
  seems ill-fitting to his colorful persona. Yet one 
  need only hear him sing a soulful song to see that it 
  indeed fits perfectly.
  Razor is an able seaman and captain of his own 
  small ship the Razor’s Edge. With the Erebos’s 
  usual first mate taking command of the Terror of 
  Ten Towns, Razor gladly signed on to serve under 
  Captain Gloast. To learn first hand the navigation of 
  the Sea of Moving Ice is no small feat.
  Razor’s time adventuring is split between the 
  Faraway Explorers, performing secret tasks for the 
  Harpers, and pursuing his own interests, the chief 
  of which is elven history. About his varied pursuits, 
  Razor is quick to remark he’ll do just about anything 
  “for a song to sing and a tale to tell”.
  Razor’s perpetually in a good mood and his spare 
  time is spent entertaining, being entertained, or 
  pursuing an ever-increasing number of ever-fleeting 
  romantic interests.
  Tithi Luadthong & Louis Porter, Jr. & Wizards of the Coast
  
  Amarune's Adventures | Terror in the Ice
  10
  Silver, female half-drow, CN, hired adventurer. 
  With long snow-white hair, pale skin closer to an 
  albino human than a typical drow, and eyes of such 
  light blue that the irises are barely visible, it is of 
  little surprise that sailors refer to the half-drow as a 
  witch and give her a wide berth.
  Silver herself cares little for what she is called. As 
  a matter of fact, few on board have seen her express 
  strong emotions of any kind. When she speaks it is 
  most often to her goliath companion and in an even, 
  instructional tone.
  Silver is a follower of the wind and travel goddess 
  Akadi, with her symbol of a white cloud depicted 
  beautifully upon her shield. While it is Akadi’s 
  teachings that bids followers to travel and explore, 
  Silver’s magical powers run beyond those granted by 
  her goddess and into the arcane arts.
  She hired into the journey in part to get away from 
  the mainland and in part to spend time with her 
  companion—a young goliath warrior whom she’s 
  recently taken on as a sort of apprentice.
  Silver’s spare time is mostly spent in prayer, 
  meditation, and practicing the arcane arts. 
  Conversation about arcane knowledge and 
  demonstrations of abilities quickly arouse 
  her interest.
  Jorus Last Standing of the Vianaki Clan That Is 
  No More, male goliath, CG, hired adventurer. The 
  nearly 8-foot-tall goliath with the long name and 
  deep voice is barely twenty years old, yet sports 
  a full white beard. Though it is obvious that he 
  knows little of the ways of the world, there is a clear 
  harshness about him that hints at having seen things 
  no youth should.
  The goliath was the only survivor of a brutal 
  necromantic attack on his tribe. Powerless to stop 
  it at the time, he was found by Silver. She offered 
  him a magical gift, an opportunity to become 
  powerful enough to avenge his people. The power 
  he has accepted is a dangerous one and so her 
  accompaniment is as much an act mentorship as it is 
  of oversight.
  Despite his tragic background, the young goliath is 
  typically good-humored, loud, and up for anything. 
  The combination of earnestness, having the strength 
  of ten, and being the least experienced person on 
  board leads Jorus to be well-liked by the crew.
  Jorus spends his spare time listening to others and 
  only occasionally brooding off by himself.
  Jack Holliday & Bartek Blaszczec & Wizards of the Coast
  
  Amarune's Adventures | Terror in the Ice
  11
  Part 2: The Storm Cometh
  It is three days into the return journey toward Luskan. 
  In the mess hall, the time just past six bells is the 
  busiest. The smell of hot soup mingles with that of 
  many bodies as the evening meal is served. Laughter, 
  loud burps, and the clanking of metal dishes fill the air.
  Those coming off watch rush into the warm room 
  with icicles in their beards and hair, while those 
  starting slowly pull on thick cold-weather gear 
  before heading up.
  It is at mid-meal that the room suddenly falls silent. 
  Conversations stop and all eyes turn to the center of 
  the room. There, hovering barefoot a few inches off 
  the ground is Silver, the ship’s strange half-elf witch. 
  Her arms are spread wide and although her eyes 
  are closed, the skin of her pale white eyelids shakes 
  with movement.
  Though seeming to last forever, it is only after a few 
  seconds that the witch’s calm yet powerful voice 
  breaks the silence. “A storm is coming. Bigger than any 
  these waters have ever seen. This one is sent not by any 
  see goddess, but by Auril herself! Make ready!”
  Among the superstitious sailors, there is not a moment 
  of hesitation or question. They shovel the last of their 
  food into their mouths and begin preparing the ship.
  Once she has spoken, Silver walks calmly outside, 
  still barefoot, and takes watch upon the forecastle. 
  She has had a vision from her goddess about a 
  devastating, likely unnatural storm. She is preparing 
  herself to safeguard the ship with magic as best 
  she can.
  It is barely minutes after the announcement that 
  lightning illuminates the distant night sky and wind 
  begins to gust. Captain Gloast calls out orders in a 
  raised, yet calm voice, and the crew takes in the sails.
  The ship begins to pitch more erratically as the 
  swells grow.
  Interactions During Storm Prep
  Before the storm hits full on, the characters have 
  an opportunity to interact with others and prep 
  the ship. Allow every player to describe what their 
  character is doing. Actions can include helping 
  take in the sails, securing loose items in the holds, 
  checking on crew, or discussing the situation 
  with others.
  While not required, DC 10 checks as appropriate can 
  be used to measure success at anything challenging. 
  Note any such actions and use them to potentially 
  grant advantage as appropriate once the storm hits.
  Throughout their actions and interactions in 
  preparation, the characters become aware of the ship 
  being overloaded, though at this time it does not yet 
  pose a problem.
  Overloaded
  The ruins of the giants’ city contained a massive 
  trove of valuable artifacts and treasure—enough 
  to fill the cargo holds of the two ships and more. 
  As such, it was decided that some goods would be 
  stored on deck.
  This was a dangerous proposition, but was not 
  done lightly. Carpenters added extra braces to the 
  makeshift storage area mid-ship and the crates 
  stored there were tightly sealed, covered with thick 
  nets, and secured with heavy ropes and sturdy 
  chains, creating one giant wrapped up container 
  fastened to the deck.
  Knowing the risk of topside storage, items of least 
  importance were stored up top. Due to the crates 
  being all covered by the same tarp and wrapped 
  together, it’s not possible to look at their precise 
  contents, but discussion with NPCs reveal that 
  comprising the large wrapped container are 6 solid 
  crates, with 2 each of the following:
  Extra Provisions. The expedition had been well 
  stocked, with enough food to remain on land up to 
  2 additional tendays. Having wrapped up quickly, 
  provisions for the sea voyage were left below, with 
  the extra stored here, unlikely to be needed. The 
  food is perishable, not worth much in gold.
  Land Expedition Gear. Tents and other equipment 
  had been used to set up a small shore camp by 
  the ruins, as well as to help lift and move heavier 
  artifacts. There is 1,000 gp worth of equipment here, 
  but none of it is useful at sea.
  Additional Treasure. A loading mistake resulted 
  in two crates of artifacts not being loaded into the 
  cargo hold. Wanting to set off sooner rather than 
  re-pack the ship, these were added to the topside 
  storage. The artifact crates weren’t properly marked, 
  but it’s expected that their contents are worth at 
  least 5,000 gp.
  
  Amarune's Adventures | Terror in the Ice
  12
  Heart of the Storm
  As the storm hits full force, it soon becomes 
  apparent that the entire ship is in danger, and 
  that the topside load must be released. Read or 
  paraphrase the following:
  As the storm hits the ship, chunks of ice—previously 
  floating harmlessly in the sea—soon become deadly 
  missiles threatening the hull with each collision.
  Great waves of freezing water rush over the sides of 
  the ship and back out as it rolls. Most of the crew 
  is secure below decks, save the brave few who’ve 
  secured themselves with ropes and continue their 
  sailing duties.
  The white-haired elf hovers in mid-air five feet above 
  the ship’s deck, unfazed by the storm. Her arms are in 
  continual motion performing arcane gestures, though 
  whatever mystical words she is muttering are lost to 
  the howling wind.
  As a chunk of sea ice the size of a wine barrel is flung 
  toward the ship, the witch’s arm reaches out so as 
  to say “stop” and it is batted away as though by an 
  invisible hand.
  On the deck, one of the chains holding down the 
  wrapped container of additional cargo snaps violently 
  and comes flying. It hits a sailor squarely in the head, 
  causing him to drop to the deck, limp as a sack.
  The captain’s alarmed shout comes from the back of 
  the ship: “If that cargo container gets loose, it’ll snap 
  the mainmast! Do something!”.
  The tied-down container of crates is getting loose. 
  It is located close to the main mast and if it gets fully 
  loose, the violence of the storm is likely to ram it into 
  the mast—causing devastating damage to the ship.
  At this crucial time, the characters must act 
  quickly. Given the strength of the storm, it is not 
  possible to secure the container well enough to keep 
  it on board, though this is not necessarily known to 
  the party at the outset.
  Roll initiative. At the top of each round, waves 
  of cold water roll over the ship’s deck and every 
  character on deck must make a DC 15 Strength 
  saving throw. On a failure they take 10 (4d4) 
  bludgeoning damage and be knocked prone. On a 
  success they take half and are not knocked prone.
  Here are the possible actions and checks the party 
  can take during this time. Additional actions can be 
  added as required.
  Note: If the party consists of 4 or less players, 
  Naivara Firahel joins them on deck and assists as 
  they see fit.
  Taking Stock of the Situation
  Investigate the Container Status. A successful 
  DC 13 Intelligence (Investigation, Nature, or 
  with water vehicles) check allows the characters 
  to quickly figure out that even if they were to secure 
  the container, it’s not likely to survive the violence 
  of the storm and would get loose again. If made 
  or repeated after the first round, this check also 
  reveals how many rounds the characters have to deal 
  with the crates.
  Weight of the Container. A successful DC 
  13 Intelligence (Investigation) or Strength 
  (Athletics) check reveals that, as is, the container is 
  far too heavy to move. It must be disassembled into 
  individual crates if anything’s to be done with it.
  Unnatural Storm. A successful DC 13 
  Intelligence (Arcana, History, or Religion) check 
  reveals that this area of the Sea of Moving Ice is 
  infused with the magic of long gone civilizations. 
  It is part of the reason why it can only be reached 
  by ship—long range teleportation simply fails here. 
  While the storm is infused with magic, it is not a 
  magical effect or something targeted. It is a “natural” 
  magical phenomenon, likely tied to the recent 
  unrest of the winter goddess Auril.
  Fighting the Storm. A Tempest cleric, Storm 
  sorcerer, druid of the Arctic, Coast, or the Frozen 
  North may attempt to assist Silver in shielding the 
  ship from the storm. Doing so takes their action 
  each turn, as well as their concentration. Each turn 
  that they spend combating the storm and succeed 
  on a DC 15 Intelligence (Arcana or Nature) check 
  using their spellcasting ability, they grant everyone 
  on board advantage on all ability checks made 
  until the start of their own next turn, when they 
  must repeat the check. Multiple characters may 
  attempt to assist, though multiple successes yield no 
  additional benefits.
  Make Your Own Fun!
  The checks below represent the suggested mechanics 
  for resolving the harrowing situation. DMs wanting to 
  alter the checks or success conditions can add, remove, 
  remix, and improvise! It is intended that choosing 
  which crates to save is a meaningful choice, as such, it 
  should never be possible to save more than 4 out of the 
  6 crates! If the character’s require additional prodding 
  regarding what to do during the storm, Captain 
  Gloast can provide additional guidance at the top of 
  every round.
  
  Amarune's Adventures | Terror in the Ice
  13
  The Knocked Out Sailor. The sailor knocked out 
  by the chain has been carried across the deck and 
  is swept away at sea by the waves at the top of the 
  2nd round unless a character intervenes. He is 40 
  feet away from the main door leading below decks. 
  A DC 10 Wisdom (Medicine) check is enough 
  to ascertain he is alive. The sailor can be grappled 
  unopposed and moved as normal. He is considered 
  willing for the purposes of short-range teleports to 
  get him to safety.
  Input from Top. If the characters had not 
  previously learned about the container on deck 
  and its contents, they can do so now by interacting 
  with the captain or any of the members of the 
  Faraway Explorers.
  The same NPCs can also advise them about the 
  danger of the container hitting the mast if it’s 
  not secured.
  Priorities. Sheckla and Frink quickly surmise that 
  some of the contents (up to 4 of the 6 crates) can 
  be fit below deck into the common room if they’re 
  taken out of the large crates. (The individual crates 
  are too big to fit through the door leading below 
  decks, they were designed to go through the main 
  cargo hold hatch, which is both sealed and full.)
  The expedition leaders would hate to lose any of 
  the artifacts—some might be magica—and ask Jorus, 
  the goliath to work on getting those crates moved 
  to the door, from where they intend to hand-bomb 
  contents underneath.
  If the characters do not agree with prioritizing the 
  artifacts crate, a successful DC 15 Charisma (any 
  appropriate) check is required to get Sheckla 
  and Frink to change priorities. If this fails, but the 
  characters have an argument that appeals to safety 
  and the greater good, a separate DC 13 Charisma 
  (Persuasion) check can be made to convince Jorus 
  of this course of action. On a success, he takes the 
  characters’ side in the argument, resulting in Sheckla 
  and Frink changing their mind and letting the 
  characters decide what to save.
  Clearing the Container. The 6 crates that comprise 
  the large container are secured to each other and the 
  ship by ropes and chains and covered by thick nets 
  which bind them into one large item. Each crate is 
  a cube 10 feet to a side and weighs just under 1,000 
  pounds. Inside are either smaller boxes holding 
  individual items or larger items individually packed.
  Unlatching the Ropes & Chains. To allow 
  individual crates to be moved without setting the 
  whole container loose requires precision in undoing 
  the ropes and chains. A Dexterity (Sleight of Hand) 
  check is required. On a result of 18 or higher, the 
  character may choose to free 1 or 2 crates cleanly. 
  On a Result of 14-17, the character frees up exactly 
  one crate. On a result of 6-13, one crate is freed up, 
  however a chain is left loose resulting in the loose 
  chain effect below. On a result of 5 or lower, the 
  crate is not freed and there is a loose chain.
  Loose Chain. If a chain breaks loose as a result of 
  character actions, any character entering within 10 
  feet of the container for the first time on a turn or 
  starting their turn within 10 feet of it must make 
  a DC 15 Dexterity saving throw, taking 10 (3d6) 
  bludgeoning damage from the swinging chain, or 
  half as much on a success. The chain can be reined 
  in permanently by taking an action and succeeding 
  on a DC 15 Dexterity (Sleight of Hand) check, 
  however, and failure results in the character getting 
  hit by the chain (no saving throw).
  Moving a Crate
  Once a crate has been freed up, it can either be saved 
  or thrown overboard. To be saved, the heavy crates 
  must be moved to the fore door leading below deck, 
  where other members of the crew are waiting to 
  unload them. It is 20-30 feet from the container’s 
  secured location to the door (depending on the 
  crate’s original location).
  To be tossed overboard, a crate needs to be 
  moved only 10 feet and a successful DC 13 
  Strength (Athletics) check must be made to push 
  it over (moving and pushing can be done in the 
  same action).
  A combined strength score of 33 is required to drag 
  one crate without a check and at the normal average 
  speed. Multiple characters can use their action to 
  help drag.
  A combined strength score of 20-32 can move a 
  crate at half their speed without a check, or at full 
  speed with a successful DC 17 Strength (Athletics) 
  check. If multiple characters are dragging, use their 
  average speed.
  Below strength 20, a successful DC 17 Strength 
  (Athletics) check is required to move the container 
  at half speed.
  Magical means such as telekinesis can also be used.
  To simplify the calculations, a creature with the 
  Powerful Build trait or a large creature may use 
  double their strength score for contributing to the 
  above requirements.
  Getting Help from the Sailors. A DC 15 Charisma 
  (Persuasion or Intimidation) results in 2 additional 
  sailors (see appendix B) coming up to the deck to 
  help with the crates. Add the sailors to initiative 
  immediately after the character who secured their 
  
  Amarune's Adventures | Terror in the Ice
  14
  help. These sailors are subject to the same dangers 
  as others on deck. (The lack of further help is due 
  in equal parts to danger on deck, there not being 
  enough room in the area for many more people, and 
  other duties.)
  Unloading a crate. One crate that is immediately 
  by the fore door at the top of initiative gets unloaded 
  into the ship by the crew. With the narrow passage 
  down below through this door, it is not possible to 
  unload any faster.
  The Storm’s End & Night
  At the top of the 5th round, after any remaining 
  crate by the door is unloaded, if 2 or more crates 
  from the container remain on the deck, they smash 
  into the ship’s mast, breaking it (See the Broken 
  Mast section later in this chapter for consequences). 
  If only 1 crate from the container remains on deck, it 
  is swept away harmlessly.
  Otherwise, the ship continues to jerk violently 
  and eventually most take shelter below deck to ride 
  out the night. The night is rough and provides only 
  a short rest. However, despite the lack of rest, the 
  characters aren’t subject to forced march rules for 
  another 8 hours after the start of the new day. Five 
  sailors suffer mild frostbite as a result of the storm 
  (see Frostbite sidebar).
  Make a detailed note of how many of each of 
  the three crate types from topside storage were 
  saved during the storm. The consequences of this 
  become apparent later in the adventure.
  The storm rages through the night. Watches are 
  shortened due to the harsh conditions. Silver 
  remains suspended mid-air, continuing to cast her 
  protective magics.
  Before dawn, her long white hair fills with icicles as an 
  unnatural snap of cold strikes. The water calms and the 
  ship stops rocking.
  Sighs of relief at the storm’s end are soon replaced 
  by alarmed gasps as the loud cracking and smashing 
  of churning ice is heard from the darkness beyond. 
  The ship soon stops moving altogether. As if to signal 
  the ship’s stop, the exhausted witch collapses with a 
  loud thump to the deck, her body sliding briefly along 
  the icy boards.
  When light finally comes, all is white. The ship is held 
  firmly in the ice’s grip, with the sea frozen as far as the 
  eye can see.
  Broken Mast. The breaking of the mast is a 
  devastating blow to the ship and has several effects. 
  When the mast breaks, it causes partial flooding 
  below decks, requiring a night full of repairs and 
  bailing out in the cold. Every character takes 10 
  points of cold damage. Three sailors die and 5 suffer 
  from frostbite as the result of the eventual cold snap.
  Everyone aboard the ship suffers a level of 
  exhaustion due to working through the night.
  The flooding damages the food supplies stores 
  below, leaving enough food for only 3 days (unless 
  extra food crates were saved).
  Frostbite
  For ease of reference, frostbite in this adventure refers 
  not only to the medical affliction itself but to any other 
  serious injuries sustained due to the cold.
  Frostbite occurs only when specifically stated by 
  the adventure and affects only the sailors. Frostbite is 
  considered mild at first, becomes severe with a second 
  exposure, and results in death on the third.
  Frostbite can only be treated with rest, specific 
  herbs as described in this adventure, or the 
  greater restoration spell.
  
  Amarune's Adventures | Terror in the Ice
  15
  Chapter 2: The Terror
  Chapter 2: The Terror
  Part 1: A Cold New Day
  When morning comes, the Erebos finds itself caught 
  in the ice. The freak mystical storm has caused the 
  sea to freeze for miles around. Even if manual labor 
  were undertaken to break it up, it is far too thick to 
  sail through.
  That the ship survived Auril’s wrath at all would 
  be considered a miracle were it not for the efforts of 
  Silver, whose unconscious body has been taken—
  with an almost fanatical reverence—to rest in the 
  captain’s quarters. She is in stable condition and 
  needs only rest.
  More alarmingly, in far distance across the ice, the 
  outline of the Terror of Ten Towns can be seen, the 
  ship’s prow protruding from the ice at an odd angle. 
  The captain suspects that the Terror was crushed by 
  the ice, though it is too far to see clearly.
  Mundane and magical attempts to signal the other 
  ship are of no avail. Worried about the crew of the 
  other ship, the leaders of the Faraway Explorers ask 
  the characters to travel across the ice to investigate 
  the ship’s condition and assist the other crew.
  If the other ship is in bad condition, it is possible 
  that the crew is in need of rescue and every 
  minute matters.
  The mission is urgent and does not allow for a long 
  rest prior to being undertaken.
  Part 2: Across the Ice
  The Terror of Ten Towns is 6 miles away from the 
  Erebos. The ice surface is difficult terrain, however, 
  the ship has crampons that can be used by the party 
  to allow them to ignore the difficult terrain caused 
  by ice.
  If at least one of the Land Expedition Gear crates 
  was saved, there is also an ice sled that can be taken 
  along in order to bring back injured or recovered 
  goods. Otherwise the party will have to deal with 
  whatever they find using makeshift supplies.
  Dragging along the proper ice sled has no effect 
  on the party’s travel pace so long as it’s empty. Using 
  a makeshift one adds 5 minutes to the journey for 
  every 30 spent traveling.
  Note: If the party consists of 4 or less characters, 
  Naivara Firahel joins them on the journey.
  The characters may choose their travel pace:
  Fast Pace. The journey takes 90 minutes each way. 
  All characters suffer a -5 penalty to passive Wisdom 
  (Perception). When applicable, this penalty is in 
  addition to -5 suffered as a result of disadvantage 
  from exhaustion.
  Normal Pace. The journey takes 2 hours each way.
  Slow Pace. The journey takes 3 hours each way. 
  The party is able to use stealth.
  Full Sled. If the party is bringing along a full 
  sled or otherwise dragging goods—such as during 
  their return journey—they can only travel at a 
  normal pace as neither going quickly, nor stealthily 
  is possible.
  We Demand a Rest!
  Should the party choose to ignore the immediacy 
  of the situation and insist on a long rest prior to 
  departing, it passes without incident. However, when 
  the party gets halfway to the Terror, they see it collapse 
  and sink into the ice. There are no survivors and 
  nothing is salvageable from the surface where it sank. 
  The young remorhaz attack instead takes place in the 
  open ice.
  Keep Track of Time!
  Tracking time spent on the first day on the ice is critical, 
  as several events take place and a lot needs to be 
  accomplished. The adventurers have 8 hours of time 
  before they’ll need to take a rest or be subjected to the 
  forced march rules.
  The fact that they’ll be short on time later on is not 
  apparent when they first set off, but it is worthwhile 
  to provide a refresher on the 8-hour adventuring day 
  before travel pace is selected.
  
  Amarune's Adventures | Terror in the Ice
  16
  Soft Ice
  Halfway to the Terror the party encounters a hazard. 
  Unbeknownst to the characters, the pack of young 
  remorhazes had passed through the ice here. While 
  they’re now gone, they’ve left a number of tunnels in 
  the ice across a 50-foot radius. The soft ice is difficult 
  to spot and requires a successful DC 17 Perception 
  check. On a success, the entire area is spotted and 
  can be circumvented.
  If the initial check is failed, the party ends up 
  partway into the area before the first characters 
  fall through.
  Each of two characters chosen at random must 
  Succeed on a DC 15 Dexterity saving throw or 
  have their leg fall painfully through a hole in the 
  ice, causing 10 (4d4) points of slashing damage. On 
  a success the character avoids falling through and 
  takes no damage.
  Once the soft ice is discovered, each character in 
  the radius needs to succeed on a DC 15 Wisdom 
  (Survival) check to find their way out safely. If 
  they fail, they must make the Dexterity saving 
  throw as described above and can then repeat the 
  Survival check. The same character can fall through a 
  maximum of 3 times before getting out of the field.
  Part 3: In Terror’s Wake
  In the Ice
  When the characters reach the Terror of Ten Towns, 
  they discover that it has been crushed by the storm. 
  The ship’s hull is broken into two large pieces, with 
  the forecastle sticking out of the ice at an angle and 
  the aft section mostly sunk beneath the ice. Read or 
  paraphrase the following:
  What was once a mighty sea-faring vessel now lies 
  broken in the ice like the shards of a broken ceramic jug 
  in a white sea of spilled milk.
  It is a sobering thought that this could just as easily 
  have been this morning’s fate of the Erebos.
  There is no sign of movement. A severed, frozen human 
  arm lies on the ice as if reaching out for help.
  Characters can discover the following while exploring 
  the ship’s vicinity:
  Travel Pace, Distances, and Movement 
  Improvements
  Other than specific complications and delays, all 
  journey times are calculated using the pace and 
  distance charts in appendix C. These charts can be used 
  to calculate distances and travel times for characters 
  should they have other means of travel. Note that 
  blowing snow and strong frigid winds should strongly 
  impact travel by flight (DM discretion). If the characters 
  have ways to significantly improve their travel speed—
  such as by summoning powerful mounts or similar 
  means, this results in a maximum benefit of improving 
  their fast pace speed from 4 miles per hour to 6. 
  Traveling faster than 6 mph is not possible given the 
  terrain and conditions.
  Background (DM Only)
  While a number of the crew were lost to the storm, 
  the Terror of Ten Towns survived its initial bout with 
  the weather and was only crushed by the ice once the 
  sudden freeze hit. The freeze broke the hull in two, 
  resulting in the contents of most of the cargo hold 
  contents sinking to the bottom of the freezing sea. 
  Water then filled the submerged aft part of the ship 
  and then froze.
  A dozen survivors made it into the forecastle section 
  in time to survive the freeze. Shortly afterward, a pack 
  of remorhazes drawn to the ship’s heat burrowed 
  through the ice and attacked the survivors.
  Exhausted from the storm, and many suffering 
  from frostbite, the survivors could not put up much 
  of a fight. They were killed and eaten by the young 
  remorhazes. One sailor managed to survive the attack 
  by hiding in a giant chest made of adamantine that 
  was being transported with the recovered artifacts. The 
  sailor is passed out from the cold inside the chest and 
  on the verge of freezing to death.
  The remorhazes were drawn by heat and sound. 
  While they have departed the area, the newest source 
  of food is sure to draw them out.
  
  Amarune's Adventures | Terror in the Ice
  17
  Bodies. The Terror had carried a total of 25 souls, 
  including several hired adventurers. Upon initial 
  inspection, there is no one left alive. Parts of bodies 
  can be found around in strange conditions. The 
  combination of freezing and their features being 
  warped and melted make it difficult to identify 
  exactly what else happened to them. A successful 
  DC 13 Wisdom (Medicine) check reveals that in 
  addition to being torn apart and frozen, the bodies 
  look to have been burned. A successful subsequent 
  DC 15 Intelligence (Investigation, Arcana, or 
  with alchemist’s tools) check reveals the burns are 
  not consistent with an open fire such as from coal 
  or wood, but some other kind of intense heat, most 
  likely a heated object or liquid.
  (Until the attack happens, there is not 
  enough evidence to conclude that this was a 
  remorhaz attack).
  Weapons. A number of weapons are scattered 
  about—not necessarily near the bodies, most of 
  which had been dragged away as they were being 
  torn apart. Almost every weapon is damaged—
  wooden handles are burned through, metal is 
  warped from heat. A successful DC 13 Intelligence 
  (Investigation) check reveals the reason the 
  weapons are not near the bodies is because the 
  bodies were dragged away. It also confirms that there 
  was a battle here, though there look to be no remains 
  of the attackers.
  Adamantine Greatsword. A successful DC 13 
  Wisdom (Perception) check spots the tip of a 
  sword hilt protruding from the ice. A result of 17 or 
  higher also draws their attention to a small pool of 
  meltwater located where it enters the ice. A character 
  attempting to draw it out has their hand burned 
  by grasping the handle and takes 10 fire damage. 
  The character takes no damage if they are wearing 
  heavy armor or magical handgear such as gloves 
  or gauntlets
  This sword had been used to slash a remorhaz and 
  its secretion—called thrym—covers the sword’s blade 
  and top of hilt, but not the crossguard.
  If the character notices the heat coming off the 
  sword, it is not difficult to draw it out using other 
  metal (which also heats up) or tools. A successful DC 
  15 Intelligence (Investigation, Arcana, Nature, or 
  with an alchemist’s kit) check reveals the sword is 
  covered in a thin film of some substance that creates 
  immense heat. It is likely that this substance was 
  what eventually warped the other weapons. A DC 
  15 Intelligence (Arcana, History, Nature, or with 
  Smith’s Tools) check identifies the sword as being 
  made of adamantine and the metal’s much higher 
  melting point protects it.
  Soft Ice. Having previously encountered soft ice, 
  more of it can be spotted with a passive Wisdom 
  (Perception) score of 10 or higher. There are spots all 
  around the ship.
  
  Amarune's Adventures | Terror in the Ice
  18
  Forecastle. The forecastle of the ship sticks out 
  of the ground at an unnatural angle—the ship had 
  been crushed in two and began to sink just as the 
  sudden freeze hit.
  A hatch leading to the crew area below is latched 
  closed from the inside. A successful DC 15 Strength 
  (Athletics) check can prop it open—a task trivial 
  with a crowbar. If the characters are unable to 
  open it, breaking through the wood of the ship is 
  also possible.
  Inside, the scene speaks to the last minutes of the 
  ship’s crew. The wooden part of the floor stretches 
  into the depths of ice at the spot where the ship had 
  broken apart. More body parts are strewn about—
  closer to the ice section than the wood.
  Remains of boards taken from one of the area’s two 
  10-foot cargo crates identical to those on board the 
  Erebos can be seen. The crate had been disassembled 
  so that the boards could be used to patch holes in 
  the hull.
  Several broken giant artifacts are also scattered 
  about the area. Among these is a large (8 feet wide, 
  4 feet tall, 4 feet deep) and very hefty chest made 
  of stone other than its lid. The top of the chest’s 
  lid looks wet, and a closer examination reveals a 
  spot where it is covered in the same heat-causing 
  substance as the greatsword outside. While only 
  a spot of the chest is covered in the substance, it 
  is causing the entire lid of the chest to be warm to 
  the touch.
  A successful DC 15 Intelligence (Arcana, History, 
  Nature, or with smith’s tools) check identifies 
  the chest’s lid to be made of adamantine. No check 
  is required if the party has already identified the 
  adamantine sword outside.
  Inside the chest is the only survivor of the 
  remorhazes’ attack on the Terror. If the party has 
  taken more than 2 hours (by at least 10 minutes) to 
  reach the area, the sailor inside has succumbed to 
  previous injuries and is dead. Otherwise, the sailor is 
  unconscious but stable. If healed and wakened, the 
  sailor can tell the party about the loss of the ship and 
  the remorhaz attack and hiding in the chest.
  The Remorhazes Return
  Read or paraphrase the following:
  Briefly, the sound of water hitting water can be heard. It 
  is like an icicle melting and hitting a puddle below. But 
  it is too cold for that. There is another drip. The sound is 
  coming from below the ice!
  Bubbles begin to form in the ice and pop softly as they 
  reach the surface. In an instant, the ice begins turning 
  to water and the water begins boiling.
  Then something terrible and hungry bursts through it!
  At some point during the party’s investigation of 
  the Terror, 4 young remorhazes (see appendix B) 
  return and attack them. It is DM discretion when the 
  attack occurs, though it is recommended that at least 
  some top level exploration takes place first, hinting 
  at the presence of danger.
  The remorhazes emerge from the ice and any 
  character with a passive Wisdom (Perception) of 
  11 or lower is surprised. Remember to account for 
  exhaustion and any other modifiers.
  Treasure
  Once they’ve disposed of the remorhazes, in 
  addition to recovering the adamantine greatsword 
  (see appendix A), the characters are able to salvage 
  3000 gp worth of artifacts, the lid of the adamantine 
  chest (if they wish), and one full crate of provisions.
  If they had brought the ice sled, it is able to carry 
  all the salvage with minimal effort. Otherwise, they 
  must create a makeshift sled, which slows their 
  return journey.
  The characters are able to take a short rest prior 
  to returning if they wish, however, they should be 
  aware of the time, as once it has been more than 8 
  hours since their trip across the ice began, they must 
  begin making exhaustion saves associated with a 
  forced march at the end of every hour.
  Adjusting the Encounter
  The encounter consists of 4 young remorhazes.
  Very Weak: remove 2 young remorhazes. Both 
  remaining are injured and have 70 hit points each.
  Weak: Remove 1 young remorhaz, one of the 
  remaining remorhazes is injured and has 50 hit points
  Strong: Add 1 young remorhaz
  Very Strong: add 2 young remorhazes
  
  Amarune's Adventures | Terror in the Ice
  19
  Chapter 3: Get Me Shelter
  Chapter 3: Get Me Shelter
  There are more developments when the party 
  returns to the Erebos and a long rest is not 
  immediately possible.
  Part 1: Meeting of the Minds
  On the return approach, smoke can be seen coming 
  from the Erebos, but it is a pleasant one, accompanied 
  by the smell of soup.
  The ship is intact and friendly lookouts can be seen 
  waving from the rigging.
  A meeting to discuss the fate of the Terror of Ten Towns 
  and the new developments is immediately called.
  After the characters return to the Erebos and 
  report their findings, a leadership meeting is called. 
  Sheckla, Frink, Razor Boam, and Captain Gloast 
  all attend. The adventurers are invited but not all 
  required to attend. Those who do not attend may 
  use the time for a short rest.
  The following updates and decisions emerge from 
  the meeting:
  Ice Conditions. The ship is slowly being crushed 
  by the ice and at the current rate, it’ll be lost within 
  a month. While manual labor can stave this off for a 
  short time, it is unlikely to change the fact. The best 
  hope is that the unnatural freeze lets up during that 
  time and it becomes possible to sail away.
  Provisions. The ship had enough food supplies 
  below deck to last two tendays. With careful 
  rationing, they can be made to last four. Each 
  rescued crate of food has enough supplies for an 
  additional tenday.
  Location. Clearing weather has revealed the ship 
  is stranded several miles from a mountainous arctic 
  island. The island has been dubbed Boot Island on 
  account of its biggest peak having looked like a boot 
  when it first spotted. The island looks to be of large 
  enough size to potentially sustain life.
  Remorhazes. The report of remorhazes spells 
  further trouble. Jorus—who has previously 
  encountered the creatures—informs the party that 
  they’re drawn to heat and sound. If there were young 
  ones encountered, there are bound to be bigger 
  ones. When they come to the ship, they will likely 
  burn through the hull, destroying it. The best way to 
  avoid remorhazes is on solid ground, not covered by 
  thick snow or ice
  Moving to Land. Not wishing to risk ship damage 
  by drawing remorhazes here, the decision is made 
  to immediately move all inhabitants to land. The ice 
  has been cut enough that the ship can be anchored, 
  in case a melt comes suddenly. Lifeboats can be 
  moved ashore also.
  Camp Supplies. While the characters were gone, 
  the crew took inventory of remaining supplies and 
  other items. The party’s supply of camp tents and 
  associated amenities depends on how many crates of 
  Land Expedition Gear were saved. Two crates saved 
  means there are more than enough, one crate saved 
  means some, and none means none.
  Giant Artifacts. If at least one of the crates of Giant 
  Artifacts was saved, the party gets a special bonus. 
  While the party was traveling to the Terror, a set 
  of giant goggles that had been stored in the crate 
  was identified to have glass lenses with magical 
  properties. The glass has been broken up and fitted 
  into leather straps—making enough frost giant 
  goggles (see appendix A) for every paid adventurer 
  on board (including all characters).
  A Scouting Mission
  The characters are tasked with taking the 
  expedition’s limited crampons and traveling ahead 
  to the shore of Boot Island to find an initial place for 
  the crew to overnight. Ideally the location will be on 
  solid ground rather than on Ice—or at least where 
  snow is possible to clear.
  While the party goes ahead to scout and secure 
  a camp location, the remaining crew gets busy 
  packing up the necessities and traveling—at a slower 
  pace—to the shore. The non-character adventurers 
  remain with the ship in case of a remorhaz attack. 
  Razor, Sheckla, and Frink are also all capable 
  combatants and are confident they’ll be able to fend 
  off an attack. With a few of the remorhazes dead, 
  they do not expect one to come immediately.
  If the party is weak or very weak, either Jorus 
  or Naivara accompanies them. While this is the 
  party’s choice, it should take into account the 
  party’s composition.
  Locations on Boot Island
  If the main mast was broken during the storm, there 
  is no longer a crow’s nest available and the following 
  information can only be accessed if a character has 
  access to flight or to a flying familiar. Otherwise, the 
  only location that has been spotted is Compass Hill, 
  which standing atop grants limited visibility to the 
  other locations.
  
  Amarune's Adventures | Terror in the Ice
  20
  The party is asked to take the shortest route to 
  shore (6 miles), as this is the path that the crew will 
  take in their wake. This location is hereafter referred 
  to as Landing Point. All travel to and from the Erebos 
  goes through Landing Point.
  Compass Hill (1 mile N/NW of Landing Point). 
  The nearest location to the shore is a small snow 
  capped hill that can be used to get a better view out 
  across the snow covered tundra. From a distance it is 
  not possible to see any other locations on the island 
  without much elevation.
  Mountain Cave (4m W/NW of Landing Point. 
  3.5m W of Compass Hill). A distant horseshoe of 
  mountains cut across the island. To the west, there 
  is a large cave opening in the mountainside. If 
  the cave isn’t full of ice, it could be a great place to 
  refuge. This is the location which has the most cover. 
  If both crates of Land Expedition Gear were lost 
  during the storm, seeking out a spot with high cover 
  is a priority.
  Hidden valley (10m N of Landing Point. 9m N 
  of Compass Hill). A low valley cuts through the 
  mountains directly north. Trees and the glimmer of 
  a reflective sheet of ice can be seen. Perhaps a lake? 
  Trees indicate warmer temperatures and shelter 
  from the wind. While the valley’s exact terrain is 
  not known, the party is aware that camping out in 
  the open—even if there are trees—would require 
  both crates of Land Expedition Gear to have been 
  saved. The valley is most likely to contain food 
  foraging options.
  Rocky Shelter (4m E/NE of Landing Point. 4.5m E 
  of Compass Hill). A number of massive stones stick 
  out from the landscape to the east. Rocky ground is 
  good for avoiding remorhazes, and could provide 
  shelter from the wind. While the rocks’ exact terrain 
  is not known, the party suspects that using the 
  stones for cover, they’d need at least one crate of the 
  Land Expedition Gear to have survived in order to 
  set up a safe camp. It is also less likely to be occupied.
  Deciding on a Destination
  Given the available travel and return time, it is 
  highly unlikely that characters would have time to 
  investigate more than one location before being 
  overcome with exhaustion.
  They may need to be reminded that they’re 
  seeking a spot for tonight’s camp—one to be used by 
  the remaining crew, who are bringing the remaining 
  supplies from the ship. The party looks stuck on 
  this island for a while, so there’ll be plenty of 
  opportunities to investigate other locations later.
  The much longer hike up to the Hidden Valley 
  makes it an unwise initial choice, as the tired crew of 
  the ship would have twice as far to trek for tonight’s 
  camp. A successful DC 12 Intelligence check using 
  cartographer’s tools, or a Wisdom (Survival) check 
  can help characters figure this out.
  While the presence of Land Expedition Gear 
  may provide hints as to which locations may be 
  serviceable, it’s not possible to know for sure until 
  they go and scout.
  If the mast was broken during the storm, the 
  party has no access to flight, and choose not to 
  go to Compass Hill, they may simply pick a 
  direction of travel (east, west, or north) and they 
  eventually come upon one of the sites. This adds 
  1 hour to their outbound travel, regardless of any 
  navigation checks.
  Tithi Luadthong
  Exhaustion
  Note that the characters can expect that once they’ve 
  found shelter and returned to Landing Point, the 
  second trip out to the shelter (with the remainder of 
  the expedition) does not require additional exhaustion 
  checks. The crew ensures that the scouts are 
  comfortable after their long journey.
  
  Amarune's Adventures | Terror in the Ice
  21
  Setting Off
  If the party wishes to travel to Compass Hill, they 
  arrive there without incident and are able to learn of 
  the other location options as stated above. The hill 
  itself is out in the open, windy, and covered with 
  deep snow all around. It is not a good camp location.
  The three locations on Boot Island are each 
  described in a separate section below. They can be 
  visited in any order.
  Travel Hazards
  There are three hazards that are common to all travel 
  on the island. Travel to each destination specifies if 
  and/how they might be encountered.
  Blowing Snow. The wind rises suddenly and 
  reduces visibility to nearly zero. Every character 
  must make a DC 13 Wisdom (Survival) check 
  to prevent getting briefly lost. This check is made 
  with advantage if the character is wearing frost 
  giant goggles (see appendix A). If at least one 
  character fails, the character with the lowest result 
  is briefly lost as they become overwhelmed by 
  wind and snow. The character suffers 10 (4d4) cold 
  damage and the party’s travel time is increased 
  by 10 minutes.
  Hidden Crevasse. Thin snow covers a dangerous 
  hole in the ice. Half the party (rounded up) ends up 
  tripping and hurting themselves. This hazard affects 
  the characters with the lowest passive Wisdom 
  (Perception) score. Each character affected must 
  succeed on a DC 15 Dexterity saving throw or take 
  10 (4d4) slashing damage (half on success). For 
  every character that fails, the party’s travel time is 
  increased by 10 minutes as their companions assist 
  them in getting out.
  Safe and Sorry. The party mistakenly spots a 
  hazard and takes an unnecessary detour that adds 30 
  minutes to the journey.
  Part 2: Mountain cave
  Travel to the Mountain Cave
  While the ground is open, there are occasional 
  small hills, ice banks, and other snow hazards that 
  require navigation.
  The party’s navigator must succeed on three DC 
  15 Wisdom (Survival) checks along the journey. 
  On a failure, one of the general travel hazards is 
  encountered. The hazards can be determined at 
  random, but none should be encountered more than 
  once on this journey.
  Arctic Experience. If the characters have already 
  visited this destination, only a single check is 
  required. If the characters have already visited either 
  the Hidden Valley or the Rocky Shelter, only two 
  checks are required. Additionally, all characters 
  get advantage on all checks and saving throws 
  relating to any travel hazard they have previously 
  experienced.
  Cold Welcome
  As the party comes within 100 feet of the cave, there 
  is another pickup of wind and snow, resulting in 
  reduced visibility, and hearing. All checks based on 
  sight and sound are made at disadvantage (this flurry 
  is one of several experienced along the way and is 
  not unnatural.)
  Cleared Snow. A successful DC 13 Wisdom 
  (Perception) check reveals that the snow is much 
  thinner within 100 feet of the cave—the rock ground 
  can be seen and felt in many places.
  A successful DC 15 Intelligence (Investigation 
  or Nature) or Wisdom (Nature or Survival) check 
  discovers signs that the snow has been manually 
  moved. Given how shallow it is now, it would have 
  been done very recently (today or yesterday).
  If the characters succeed on the latter check, they are 
  not surprised by the trolls, though the trolls may still 
  be hidden.
  Background (DM Only)
  Two ice trolls (see appendix B) live in this cave. They 
  sustain themselves on hunting seals, penguins, and 
  just about anything that has meat on its bones.
  The only real danger to the trolls on the island are the 
  remorhazes. The trolls have fortified this rocky cave to 
  be remorhaz-proof. Additionally, they regularly clear the 
  snow outside the cave to make it hard for remorhazes 
  to ambush them.
  
  Amarune's Adventures | Terror in the Ice
  22
  Cave Opening. The cave looks open to the cold, 
  with several large stones blocking the bottom of 
  the entrance. These are 10 feet high and can easily 
  be climbed. There is no light coming from the cave. 
  Read or paraphrase the following out loud:
  Through blowing snow and howling wind, the dark 
  mouth of a large stone cave looms ahead. Large 
  icy stones block the bottom part of the cave. It 
  looks slippery.
  The wind howls even louder, sounding like the wail of a 
  great beast. It is followed by the soft crunching of snow 
  somewhere nearby.
  Ice Troll Ambush. The two ice trolls (see appendix 
  B) who live in the cave have long smelled the 
  adventurers on the wind and, taking advantage of 
  the snow, they’ve come out to ambush them. The 
  trolls are used to the arctic conditions and are not 
  subject to any negative effects as a result of the flurry.
  The trolls are hidden by snow with a Dexterity 
  (Stealth) check of 16 and attempt to surprise the 
  characters in the clearing outside the cave.
  Burn Marks. While fighting the trolls, a character 
  with a passive Wisdom (Perception) of 15 or higher 
  notices that they have several strange marks on their 
  bodies. Once this is discovered, a character may use 
  an action to make an active DC 15 Intelligence 
  (Investigation) or Wisdom (Medicine) check to 
  learn that these are healed scars from remorhaz 
  burns. The trolls have had run-ins with the 
  creatures also.
  Negotiating with the Trolls. The trolls very much 
  intend to eat the characters and would prefer to 
  do so. They’ve no interest in talking at the outset. 
  However, if they are defeated and kept alive, the 
  threat of being fed to the remorhazes gets them 
  to do just about anything (this is the only thing 
  they’re afraid of.)
  Troll Tactics and Retreat. The trolls are not very 
  smart and generally fight to the death. However, if 
  the party begins to actively fight with fire and the 
  trolls get the chance, they flee into the snow. If this 
  happens, and the party lets them go, they return on 
  one of the following days with 1 extra ice troll in 
  addition to those that escape.
  Adjusting the Encounter
  Weak or Very Weak: Remove 1 ice troll
  Strong: Add 1 ice troll
  Very Strong: Add 2 ice trolls
  
  Amarune's Adventures | Terror in the Ice
  23
  Troll Cave
  The cave has been set up by the trolls to protect 
  them from remorhazes. Large stones block the 
  entrance. These are easy enough to climb, but can be 
  considered difficult terrain.
  Pit Trap. Immediately on the other side of the 
  stones is a well-disguised pit trap that has been 
  hidden with a primitive tarp and covered with a 
  dusting of snow by the trolls themselves. A character 
  with a passive Perception (Wisdom) of 15 or higher 
  notices this odd covering of snow from 20 feet 
  away. A further DC 15 Intelligence (Investigation) 
  check uncovers the trap, as well two large rocks 
  within the pit that the trolls used to step on in order 
  to get across.
  If the trap is not uncovered, the first character 
  hopping off the large rocks and onto the cave falls 
  into the 20-foot-deep pit full of sharp rocks. They 
  must make a DC 15 Dexterity saving throw, taking 
  22 (4d10) slashing damage on a failure and half as 
  much on a success.
  Rock Wall. Further inside the cave, the passage is 
  blocked by another barrier made of large stones. This 
  one reaches from floor to ceiling, though there is a 
  particularly large stone that forms a sort of door in 
  the middle. A combined strength of 25 is needed to 
  push the rock out of the way.
  A stench of rotting meat and seaweed rolls out 
  from the inside the large cave chamber.
  Troll Home. There is a great stink in this area that 
  comes from a pile of partly eaten seals in one corner 
  of the large cavern and from a corpse of an ice troll 
  in the other.
  If the party didn’t notice the burn marks on the 
  other trolls, this one shows clear signs of dying to 
  remorhaz burns.
  Aside from the smell, the place is large and perfect 
  for the group’s camp.
  Crude Drawing. The cave contains a crude drawing 
  made by the trolls. It is rather faded and blends into 
  the walls. On an initial look, it takes a successful 
  active DC 20 Wisdom (Perception) check to notice 
  it. If it is not noticed initially, it is discovered the 
  next day by those remaining in the cave and brought 
  to the characters’ attention.
  DM Note: The drawing contains a clue to the 
  location of the remorhaz lair, which is not 
  intended to be discovered by the characters 
  until after they’ve found the second drawing. 
  If it is found first, there are no checks that help 
  interpret it.
  Making Camp. If the cave is the first location 
  visited when seeking shelter, the return journey to 
  Landing Point is uneventful, as is the trek back to 
  the cave with the rest of the crew. (No additional 
  exhaustion is incurred). The cave provides 
  excellent long-term shelter and the night passes 
  without incident.
  If some ice trolls escape, they return in the 
  morning, but are spotted approaching. (DM Tip: The 
  return of the ice troll makes for a logical event if time 
  allows. However, this encounter can easily be cut 
  or narrated.)
  Frostbite. Those suffering from frostbite are able 
  to recover here without additional supplies after 5 
  days of treatments.
  Long-Term Solution. The cave is the best place on 
  the island for a long-term camp.
  Wizards of the Coast
  Troll Drawing—DM Reference
  The troll drawing refers to the following: the semi-circle 
  represents the mountain range on this side of the 
  island. The Icon on the left side is the remorhaz lair. The 
  two similar icons in the center refer to thurglud plants 
  that grow near the entrance to the Hidden Valley. The 
  icon on top is a reference to the kanishta plant which 
  is poisonous to the ice trolls. Finally, the icons on 
  the right side refer to the corrupted polar bears that 
  occasionally roam that area.
  The intent of the drawing is that most of its icons 
  are only deciphered after the party explores the island, 
  leaving the remorhaz icon (likely to be mistaken 
  for the cave’s location) as the only one without an 
  explanation.
  
  Amarune's Adventures | Terror in the Ice
  24
  Part 3: Rocky Shelter
  Travel to the Rocky Shelter
  While the ground is open, there are occasional 
  small hills, ice banks, and other snow hazards that 
  require navigation.
  The party’s navigator must succeed on three DC 
  15 Wisdom (Survival) checks along the journey. 
  On a failure, one of the general travel hazards is 
  encountered. The hazards can be determined at 
  random, but none should be encountered more than 
  once on this journey.
  Arctic Experience. If the characters have already 
  visited this destination, only a single check is 
  required. If the characters have already visited either 
  the Hidden Valley or the Mountain cave, only two 
  checks are required. Additionally, all characters 
  get advantage on all checks and saving throws 
  relating to any travel hazard they have previously 
  experienced.
  Black as Death
  Arriving at the Rocky Shelter, the characters 
  discover it to be a natural area filled with many 
  large stones. Two of these are massive 20-foot-tall 
  monoliths, with one leaning on the other diagonally 
  and forming a natural shelter. A successful DC 15 
  Intelligence (History, Investigation, Nature, or 
  with mason’s tools) check confirms the formation 
  is natural.
  The Shelter. While the shelter is covered at the 
  top, it is still wide open from the sides, causing the 
  wind to blow through. There is enough space in 
  the sheltered area for a couple of tents, but not for 
  everyone. Still, with some work, it is better than 
  open ground.
  Tracks. Despite the shelter having a rocky floor, 
  some tracks are detected with a successful DC 15 
  Wisdom (Survival) check. They look to be tracks 
  of bears and of large bipedal creatures (trolls). The 
  highest concentration of the bear tracks is around 
  the black ice patch, while no bipedal tracks are to be 
  found within 5 feet of it.
  Black Ice. On one side of the shelter, there is a 5-foot-
  radius patch of black ice (see sidebar). A successful DC 
  15 Intelligence (Arcana) check is required to identify 
  it. The identify spell also works, however, a character 
  purposely touching it for the spell’s 1 minute duration 
  gains a level of exhaustion. The detect magic spell picks 
  up necromantic energy from it.
  This particular black ice patch is potent and cannot 
  be destroyed except by a hallow or wish spell. This 
  does not apply to additional black ice created by the 
  corrupted polar bears in combat.
  Corrupted Polar Bears. The encounter with the 
  corrupted polar bears (see appendix B) can take 
  place at different times.
  If the Rocky Shelter is chosen as the first overnight 
  camp location, the bears attack at night, once camp 
  has been made. Characters are to designate their 
  own watches for this night.
  In the event that the characters manage to scout 
  multiple locations on the first day and have already 
  fought the ice troll, the bear attack happens in the early 
  morning, after the party has completed their long rest.
  If the characters had spent the first night elsewhere 
  and arrived here on a different day, the bears attack 
  during the party’s exploration. There is only one set 
  of dire bears and if they are killed elsewhere on the 
  island, more do not appear here.
  Background (DM Only)
  The is an area of large erratic stones deposited here by a 
  glacier in the distant past. One such stone has fallen in 
  a way that creates a small overhang. Whatever glacier 
  had deposited the stones had also brought something 
  else with it—something more sinister. Only a small 
  patch of fabled black ice was deposited here, but it has 
  been enough to drive the polar bears mad, eventually 
  killing them and turning them undead.
  Since then, the corrupted bears prowl the island, 
  killing anything they find. The bears occasionally return 
  to the black for a replenishment of necromantic power.
  Hazard: Black Ice
  Black ice, also known as ebony ice, is ice infused with 
  necromantic energy from some unhallowed source or a 
  monster that was corrupted by it.
  When a creature enters an area covered by black ice 
  for the first time on a turn or starts its turn there, it 
  must succeed on a DC 12 Dexterity saving throw or 
  fall prone.
  For every hour a creature that isn’t corrupted spends 
  within 5 feet of black ice, it gains a level of exhaustion. 
  A dead humanoid, beast, or giant that remains 
  in contact with black ice rises 24 hours later as a 
  corrupted version of its former self unless the creature 
  is restored to life or its body is destroyed.
  A creature corrupted in this way that is within 5 feet 
  of black ice has advantage on attack rolls and on saving 
  throws against any effect that turns undead.
  
  Amarune's Adventures | Terror in the Ice
  25
  Crude Drawing. The shelter contains a crude 
  drawing (made by the trolls). If the characters 
  have not yet encountered the trolls, is it easy to tell 
  this was made by a very primitive creature. If the 
  characters have already found the previous drawing, 
  they recognize this one as likely having been done by 
  the same creatures and also that this one is slightly 
  different. A successful DC 12 Intelligence check 
  using cartographer’s supplies or navigator’s tools 
  reveals the trolls do not mark the current location 
  on their maps. This fact has relevance to the drawing 
  found in the troll cave.
  DM Note: The drawing contains a clue to the 
  location of the remorhaz lair, which is not 
  intended to be discovered by the characters until 
  after they’ve found the second piece of the map. If 
  this drawing is found first, there are no additional 
  checks to help interpret it.
  Making Camp. If the shelter is the first location 
  visited when seeking camp for the night, the return 
  journey to Landing Point is uneventful, as is the 
  trek back to the shelter with the rest of the crew. (No 
  additional exhaustion is incurred).
  Camping here for the night in comfort and warm 
  requires at least one crate of Land Expedition 
  supplies. Without it, it is still possible to rest, but the 
  wind and cold get in.
  Frostbite. If at least one crate of Land Expedition 
  supplies has been saved, it is possible for any sailors 
  suffering from frostbite to recover here over a 
  period of 10 days. If the party camps here without 
  at least one crate, 3 additional crew suffer frostbite 
  overnight. If any crew had already been suffering 
  from frostbite, it becomes severe, and if it was 
  severe, they die.
  Long-Term Solution. With Land Expedition gear, 
  long term camp can be made here. Without it, it 
  is unsafe to remain beyond one night. Even with 
  Land Expedition gear, the black ice seems to have a 
  harmful influence and even those that do not sleep 
  next to it suffer from headaches and nightmares (no 
  mechanical effect).
  Adjusting the Encounter
  Weak or Very Weak: 1 corrupted polar bear
  Average or Strong: 2 corrupted polar bears
  Very Strong: 3 corrupted polar bears
  Tactics: The corrupted polar bears always attack from 
  the side of the black ice—they’re drawn to it and while 
  they’re not particularly intelligent, they know that it 
  empowers them and attempts to fight near it.
  Troll Drawing—DM Reference
  For additional information, refer to the Troll Drawing 
  DM Reference sidebar in the Mountain Cave section.
  
  Amarune's Adventures | Terror in the Ice
  26
  Part 4: Hidden Valley
  Travel to the Hidden Valley
  While the ground is open, there are occasional 
  small hills, ice banks, and other snow hazards that 
  require navigation. The trek to the Hidden Valley is 
  longer than the other two locations and in addition 
  to the checks below, the characters must also pass 
  the valley entrance, which they do after all the 
  navigation checks have been resolved.
  The party’s navigator must succeed on three DC 
  15 Wisdom (Survival) checks along the journey. 
  On a failure, one of the general travel hazards is 
  encountered. The hazards can be determined at 
  random, but none should be encountered more than 
  once on this journey.
  Arctic Experience. If the characters have already 
  visited this destination, only a single check is 
  required. If the characters have already visited either 
  the Hidden Valley or the Mountain cave, only two 
  checks are required. Additionally, all characters 
  get advantage on all checks and saving throws 
  relating to any travel hazard they have previously 
  experienced.
  Valley Entrance
  Read or paraphrase the following:
  The mountain pass that leads to the valley narrows at 
  its highest point. The mountains rise up hundreds of 
  feet, flanking the pass.
  Large grey stones are scattered along the sides, unlikely 
  to provide to cover from the whirling wind.
  Lying face down in the middle of the pass is a large 
  creature. It doesn’t move.
  The pass that leads into the hidden valley is not 
  high, but its narrow nature results in constant 
  snowdrifts. This causes disadvantage on all Wisdom 
  (Perception) checks based on sight in the area.
  Dead Troll. The first time that the characters pass 
  this area, they find a dead ice troll. Unbeknownst to 
  them, the troll succumbed to being drained by the 
  nearby thurglud plants (see appendix D). With the 
  blowing snow and the body being partially covered, 
  it can’t be seen from more than 20 feet away (30 
  if the character is wearing frost giant goggles (see 
  appendix A)).
  A successful DC 15 Wisdom (Medicine) 
  check uncovers that the troll has multiple minor 
  suction wounds, and died from having all of its 
  blood drained.
  
  Amarune's Adventures | Terror in the Ice
  27
  Thurgluds. The side of the pass is home to deadly 
  thurglud plants. There is 1 thurglud for every 2 
  characters in the party (round down). The plants are 
  heat sensitive and are slower to react to creatures 
  that are far away. Any creature within 10 feet of a 
  thurglud is grabbed by 4 of the plant’s tendrils, which 
  immediately adhere. If there is no creature adjacent, 
  a thurglud can sense a creature’s heat from up to 50 
  feet away, provided that the creature spends at least 
  2 turns within that radius. After the thurglud senses a 
  creature in this manner, it hurls up to 4 of its tendrils 
  across a distance of up to 30 feet. A character must 
  succeed on a DC 17 Dexterity saving throw for 
  every tendril hurled, or the tendril adheres to them.
  Hurled or by direct reaching contact, thurglud 
  tendrils adhere (though they can be torn off as an 
  action with a successful DC 17 Strength (Athletics) 
  check, or made to unstick and drop off by contact 
  with any open flame or splash of alcohol) and suck 
  blood and essential fluids from their target, draining 
  1d4 + 3 hit points on initiative count 20 (losing 
  initiative ties), to a maximum of 20 hit points. If the 
  target dies or the tendril drains 20 points’ worth, 
  it drops off and begins wriggling slowly (5 feet per 
  turn) back to its parent thurglud.
  Thurgluds are not intelligent and aren’t considered 
  creatures. Thurgluds cannot be targeted by spells 
  or abilities that target creatures unless the spell or 
  ability specifies that it can target plants objects. 
  They do not take actions and fail all saving throws. 
  The main plants are extremely hardy, with an AC of 
  20 and 75 hit points. They are immune to psychic 
  damage and resistant to piercing and slashing 
  damage. The tendrils (whether detached or not) 
  have an AC of 15, 20 hit points, and are immune 
  to psychic damage. If damaged while attached to a 
  creature, that creature also takes half the damage 
  that the tendril does.
  A successful DC 15 Intelligence (Nature) check 
  reveals that fire or alcohol can be used to detach 
  thurglud tendrils. If Naivara Firahel is with the 
  party, she remembers this fact from her reading of 
  Amarune’s Almanac and shares it with the party on 
  her first turn in combat after engaging the thurgluds. 
  This was one of the plants she did not transcribe in 
  her journal.
  More information on Thurgluds can be found in 
  Appendix D.
  The Hidden Valley
  The valley widens again after the narrow entrance 
  pass until it is more than two miles across at its 
  widest point. On the sides it is flanked by tall 
  mountains, with another impassable peak at its 
  end, more than 10 snow-covered miles away. In the 
  middle of the valley is a round lake fed by a stream 
  that runs down all the way from the top.
  Travel Within the Valley. Navigation in the valley 
  is substantially easier due to the many landmarks. 
  The weather conditions are also less volatile and no 
  navigation checks need to be made.
  Round Lake. The deep lake of the center of the 
  valley has fresh water and fish. It is almost a mile 
  in diameter and currently capped by 10 feet of 
  hard frozen ice.
  Mountains. The mountains that surround the 
  valley are tall on all sides and traversing them would 
  be difficult and deadly in the extreme.
  Making Camp. If the valley is the first location 
  visited when seeking camp for the night, the return 
  journey to Landing Point is uneventful, as is the 
  trek back to the valley with the rest of the crew (no 
  additional exhaustion is incurred).
  While the valley is less windy and there are 
  occasional trees, it is mostly open to the elements 
  and camping here for the night in comfort and 
  warmth requires both crates of Land Expedition 
  supplies. Without them, it is still possible to rest, but 
  the wind and cold get in.
  Frostbite. If both crates of Land Expedition 
  supplies have been saved, it is possible for any sailors 
  suffering from frostbite to recover here over a period 
  of 10 days. If the party camps here without both 
  crates of expedition gear, 5 additional crew suffer 
  frostbite overnight. If any crew was already suffering 
  from frostbite, it becomes severe, and if it was 
  severe, they die.
  Long-Term Solution. With Land Expedition gear, 
  long term camp can be made here. Without it, it is 
  unsafe to remain beyond one night.
  Exploring the Valley. Once the party has reached 
  the valley for the first time and set up camp either 
  in it or elsewhere, they are able to return to it 
  and forage. This is detailed in the next section of 
  the adventure.
  Beyond the Mountains
  The areas beyond the tall peaks of Boot Island are 
  not expected to be explored in the adventure, they 
  consist of terrain similar to that found in the open 
  on the explorable part of the island. If you would like 
  to expand the adventure to a longer survival-style 
  campaign where the adventurers spend a longer time 
  on the island, new locations, creatures, and plants 
  inspired by Arctics of the Realms can be placed here.
  
  Amarune's Adventures | Terror in the Ice
  28
  Chapter 4: The Way Home
  Chapter 4: The Way Home
  Part 1: What Next?
  The flow of this section of the adventure depends 
  in large part on the party’s actions thus far, the 
  locations they’ve visited on the island, as well as on 
  their interests.
  In total, the following activities must be 
  undertaken to leave the island:
  • Establish camp (as per chapter 3)
  • Address immediate needs (foraging)
  • Discover the secret of leaving
  • Find a large remorhaz
  • Find a large quantity of adamantium
  In the most likely scenario, the group’s first order 
  of business will be to address some of the immediate 
  needs listed below by mounting a foraging 
  expedition (or several) to the Hidden Valley.
  If the party has already come up with parts of the 
  remorhaz plan and have enough supplies, it’s also 
  possible to skip straight to the A Sure Fire Plan 
  section below.
  Immediate Needs
  Camp. If the party was lacking land expedition 
  gear, it is expected that they eventually find their 
  way to the Mountain Cave. Otherwise, any camp 
  where they can stay without the crew incurring 
  further injury can be further fortified. Once a 
  permanent camp has been made, other needs can 
  be addressed.
  Food. Take stock of the amount of food the party 
  has. Each crate of food is enough to feed everyone 
  for a tenday. Possible salvaged food:
  • Erebos: 2 crates below deck (intended for the 
  return journey)
  • Erebos: 2 crates on deck—which may or may not 
  have been saved.
  • Terror: 1 crate potentially recovered.
  • Worst case scenario (broken mast, sinking of the 
  Terror): 3 days’ worth of food.
  In addition to daily food, the expedition requires 
  at minimum 15 days’ worth of rations for the return 
  journey—once it becomes possible.
  For immediate needs, food can be provided 
  by magical means, however, as there is always a 
  chance of an adventurer with the appropriate spell 
  perishing, nonmagical food should be stocked 
  up on.
  Food can be found in the Hidden Valley, as 
  described in the foraging section later on.
  Healing Frostbite. If any of the crew suffered 
  frostbite as a result of the storm or an unsafe camp, 
  there may be plants with healing properties that can 
  expedite their healing process.
  Repairing the Mast (only if broken). If the mast 
  was broken during the journey, it needs to be 
  repaired. A particularly tall tree is required for this 
  and can also be found in the Hidden Valley.
  Part 2: Foraging in the 
  Hidden Valley
  The valley is home to several types of flora that can 
  assist the party. Due to the snowy conditions, most 
  plants are impossible to find unless one knows 
  where to look and what to search for.
  The Secret to Leaving Boot Island (DM 
  Only)
  With the unnatural deep freeze, the only way to cut 
  through the ice is with persistent heat. While magic 
  spells can provide some heat for a limited time, they’re 
  not sufficient for a prolonged journey of cutting 
  through thick ice.
  The secret lies in the substance called “thrym”—the 
  fiery secretion of remorhazes. Magic item crafters have 
  long known of ways to use this substance to produce 
  items that radiate heat. A hint of this process is found 
  with the adamantine greatsword at the wreck of 
  the Terror.
  By creating a magically heated blade to cut the ice 
  in front of the ship, the Erebos would be able to move 
  forward—albeit slowly—through the ice.
  As the characters proceed with securing their camp, 
  gathering food supplies, and learning about the island, 
  they eventually learn of this possibility. If they do not 
  figure it out themselves, it is brought up by Silver once 
  she has recovered from her exhaustion a couple of days 
  into the stay on the island.
  Letting Characters Shine
  The expedition purposely includes two NPCs—Naivara 
  Firahel (ranger) and Silver (cleric/mage) who are capable 
  of identifying flora and creating necessary supplies out 
  of it.
  If the party already has characters adept at these 
  aspects, they should be given the opportunity to come 
  up with these ideas and tidbits of knowledge rather 
  than the NPCs, or to do so in consultation with them.
  
  Amarune's Adventures | Terror in the Ice
  29
  Conveniently, prior to departing Naivara Firahel 
  spent some time studying Amarune’s Almanac: 
  Arctics of the Realms. During her studies, she made 
  copious notes on the properties and identification 
  of arctic flora. She’s able to share this with the 
  party. Her notes are short form, not exhaustive, and 
  focused mainly on the usable plants. (This is why 
  the thurglud is not in her notes, though she recalls 
  reading about it once it’s encountered).
  Conducting a Foraging Expedition
  The success of each expedition is resolved with a 
  skill check and no actual travel rolls are required.
  Camp Location. If the main camp is located 
  outside the valley, each foraging expedition takes 
  a full day. If the main camp is in the valley, an 
  expedition takes half a day and two attempts can be 
  made each day. The reverse is true for penguin or seal 
  ice hunting expeditions.
  Success Criteria. A relevant check must be made 
  by the lead forager. For flora, use Intelligence 
  (Nature or Herbalist’s Kit) or Wisdom (Nature 
  or Herbalist’s Kit), for hunting and fishing, use 
  Wisdom (Survival). A result of 15 or higher is 
  considered a success, 11-14 a partial success, 10 or 
  below a failure. Refer to individual plant notes for 
  the specific results of successes.
  Useful Foraging on Boot Island
  The following items can be located—with time and 
  effort—in the Hidden Valley.
  Crackleleaf. Best known for growing on the 
  shores of Icewind Dale’s three icy lakes, this marble-
  patterned crackleleaf herb (see appendix D) is named 
  for the distinct ease with which the leaf crumbles. 
  While most famous among the Uthgardt tribes 
  and along The Ten Towns as a spice, alchemists 
  have discovered that it has properties that help 
  weather the cold.
  Crackleleaf can occasionally be found along 
  the shore of Round Lake in the Hidden Valley. A 
  successful foraging expedition for crackleleaf yields 
  enough of the plant to cure 5 creatures of frostbite. 
  A partly successful expedition yields enough for 
  3 creatures.
  Kanishta. So rare is this small plant of thick, dark 
  red stem, with willowing flowers of red, yellow, and 
  white that the person who comes across this plant 
  was considered lucky in the areas of Narfell where 
  it was originally discovered. Though best known 
  for providing a warming sensation when chewed, 
  there have always been theories that with proper 
  distillation, it could be made into potions of fire 
  resistance (see appendix D).
  Silver believes she will be able to distill the plant 
  with magic. Potions of fire resistance could be of 
  great use if more remorhazes are encountered. The 
  kanishta plant grows sparsely in the areas nearby to 
  where glacier tongues or glacial rivers reach the floor 
  of the Hidden Valley.
  A successful kanishta expedition returns with 
  enough of the plant for Silver to create 2 potions of 
  fire resistance. A partial success results in 1 potion. 
  Kanishta is very rare and the DC for expedition 
  success increases by 2 for each successful or partially 
  successful expedition.
  Snow-Worms. This odd plant looks like a gigantic 
  white grub, an off-white segmented worm. It 
  acts like a worm, wriggling along the ground and 
  burrowing through snow and unfrozen mud with 
  a corkscrewing motion. Therefore, generations of 
  sentient alpine dwellers and visitors can be forgiven 
  for mistaking it for a creature. Yet a snow-worm, 
  despite its name, is a non-sentient plant that spends 
  its life endlessly traversing cold landscapes seeking 
  nutrients to absorb (see appendix D).
  Snow-worms are edible and sustaining, but 
  uninspiring; some who’ve sampled them describe 
  the taste as akin to raw parsnips, while others say 
  they’re closer to uncooked artichokes.
  A successful foraging expedition for snow-worms 
  gathers enough to feed the entire expedition for a 
  day, with half as much gathered on a partial success.
  Spirit Fir Hybrid. Spirit firs (see appendix D) are 
  native to the Sea of Moving Ice and typically grow 
  and live on large ice-floats. The spirit fir is a thin 
  fir tree with beautiful blue-green needles, which 
  grows to be 18 feet tall. Without soil, these trees gain 
  most of their nutrients directly from the water and 
  from the waste of animals that live in its expansive 
  underwater root system. It appears that a hybrid 
  version of the spirit fir has managed to acclimatize 
  Tracking Supplies
  Characters may embark on foraging expeditions over 
  several days. It may be useful to track how many days’ 
  worth of food they have left. For ease of tracking, 
  convert all units to days, with each crate of food 
  equaling 10 days of food for the expedition.
  Remember that at least 15 days of supplies is 
  required for the return journey. 
  DM Tip: It is not intended that the adventure gets 
  bogged down with tracking food unless the party is 
  running critically short. If the party has demonstrated 
  their ability to procure food for the expedition, skip 
  making separate checks for each day.
  
  Amarune's Adventures | Terror in the Ice
  30
  to land—being able to feed on both ice and land 
  nutrients. These grow in small numbers across 
  the Hidden Valley and occasionally elsewhere on 
  Boot Island.
  Cutting down one of the taller trees is the only 
  option for replacing the Erebos’s main mast if it was 
  lost in the storm.
  The Uthgardt people believe spirit firs to be sacred, 
  and the cutting one down to be a great defilement. If 
  a spirit fir is cut down and used to sail back to Luskan, 
  the characters become known to the Uthgardt and 
  have disadvantage on any social dealings with them.
  Fishing. The round lake can be ice-fished, though 
  this is a time-consuming and complicated matter 
  given the current ice thickness. A successful 
  fishing expedition results in enough fish to feed 
  the entire expedition for 2 days, half as much on a 
  partial success.
  Penguins and Seals (Note: this option is not 
  located in the Hidden Valley). The island is not 
  home to much in terms of wildlife (it’s been hunted 
  by trolls and remorhazes), but with the sea frozen, 
  some penguins and seals are making their way over. 
  Hunting them out on the ice is dangerous and may 
  result in further encounters with young remorhazes 
  or corrupted creatures (DM’s discretion). A 
  successful ice hunting expedition yields enough 
  food for 2 days, half as much on a partial success.
  Part 3: A Sure Fire Plan
  Once the island has been sufficiently explored, the 
  characters learn their best chance for getting out 
  of the ice is to use the remorhaz heat-generating 
  secretion called “thrym” to create a sort of ice ram for 
  the ship.
  The discovery is made either by the characters 
  themselves or by the NPC’s in camp who’ve been 
  going over the expedition’s options while the 
  characters are out exploring. In either case, the 
  discovery is the result of putting together clues 
  about the existence of the remorhaz lair from 
  the troll drawings and the heating properties of 
  remorhaz thrym from the adamantine greatsword 
  found at the wreck of the Terror of Ten Towns. If 
  the greatsword was never found, the idea of using 
  adamantine is brought up when discussing what 
  material would be strong enough to withstand being 
  imbued with such heat.
  Once the concept has been explored, two ways of 
  freeing the ship become evident. One is to capture 
  a very large remorhaz specimen alive and literally 
  strap it to the front of the ship, forcing it to melt 
  the ice as the ship moves. The other way is to kill 
  such a creature and use its thrym to create a magical 
  adamantine ram—a process Silver believes she has 
  the magical prowess to oversee.
  Both options require a large quantity of 
  adamantine—either to create the beast’s cage or to 
  create the ice ram. (Note that the adamantine chest 
  lid potentially recovered from the Terror of Ten 
  Towns is not quite enough for the purpose.)
  Getting the adamantine. Conveniently, the 
  expedition had recovered quite a few giant artifacts 
  made of adamantine. If both crates of additional 
  treasure had been saved on the Erebos, the second of 
  these contains the head of a giant-sized adamantine 
  axe. It is big enough to serve as an ice-ram, or it can 
  be re-fashioned into a cage.
  If the second artifact crate was lost, it is known 
  to the expedition leaders that the head of a giant 
  adamantine axe was being transported in the 
  cargo compartment of the Terror of Ten Towns. 
  It currently rests on the sea floor below the ship’s 
  wreck and can be recovered by cutting through the 
  ice and diving into the frigid water. See the Ice Dive 
  section below.
  Skipping the Dive
  To shorten the adventure, it is possible to skip 
  the ice dive encounter by having the NPCs recover 
  the adamantine while the characters track down 
  the remorhaz.
  
  Amarune's Adventures | Terror in the Ice
  31
  Getting the Remorhaz. The remorhaz lair is 
  located in icy caves along the shore southwest of the 
  Mountain Cave. By this point the characters know 
  where to look and it is not difficult to find the lair. 
  See the ‘Lair of the Beasts’ section below.
  Silver is able to reinforce and temporarily enchant 
  a large barrel to withstand the heat of a remorhaz’s 
  thrym so that it can be collected. She also fashions 
  a special adamantium funnel for this purpose. 
  The specific act of collecting the thrym is not 
  overly complicated.
  Part 4: Ice Dive
  To recover the giant adamantine axehead from the 
  bottom of the sea, the characters must dive under 
  the ice. Cutting into the ice near the shore is not 
  difficult, and Silver is able to provide the characters 
  with water breathing, as well as with a warmth with a 
  poultice that when applied to the skin (underneath 
  armor) keeps them from freezing in the water for 1 
  hour. If the party is weak or very weak, Jorus (see 
  appendix B) accompanies them.
  The seafloor beneath the wreckage of the ship is 
  60 feet below the ice, and despite daylight above, the 
  area is considered to be in darkness.
  The frigid water beneath the ice is crystal clear. Debris 
  from the Terror’s wreck cover the rocky sea floor. Long 
  thick strands of green arctic kelp wave gently in the 
  current like strands of unfurled silk in a gentle breeze.
  From the darkness beyond the kelp, a large bloated 
  shape rushes forward.
  While searching the wreckage for the axe head, 
  the characters are attacked by a bloated corrupted 
  walrus (see appendix B). There are no difficulty 
  adjustments for this encounter.
  Once the walrus has been dealt with, recovering 
  the axehead proves easy. With limited time to 
  spend underwater, the characters aren’t able to seek 
  out every other bit of wreckage. However, every 
  character is able to make a Wisdom (Perception) 
  check. On a result of 11 or higher, the character may 
  roll a D100. They recover a treasure from the ship 
  worth 10 times the number rolled in gold.
  Part 5: The Lair of 
  the Beasts
  The remorhaz lair is extremely deadly and it is strongly 
  recommended that the characters go in prepared and 
  rested. The other adventurer NPCs—Jorus, Naivara, 
  and Silver are willing to join weaker groups for this 
  encounter. A very weak group may have any two of 
  the three NPCs join them. A weak group, or any group 
  with less than 5 characters, may have one of them join.
  The Ice Tunnels
  The trip to the ice cave entrance is uneventful. The 
  ice complex consists of a 300-foot-long winding 
  tunnel that leads to a large chamber.
  The opening of a large cave is filled entirely with ice. An 
  uneven tunnel leads deep inside. Small insectoid tracks 
  are visible along the ice and leading inside. It is clear 
  that this tunnel was made by the beasts themselves.
  The walls and floor of the entire tunnel and cave 
  are made of ice. The tunnels were made by large 
  remorhazes burrowing and are a tight and uneven 
  15 feet in diameter.
  Remorhazes have tremorsense and can feel 
  most creatures coming, despite invisibility or 
  other precautions.
  Wizards of the Coast
  More Humane Route
  The remorhazes of Boot Island are monstrosities, which 
  given the opportunity, will maim, kill, and devour any 
  other living creature.
  In the event that the party seeks to achieve a more 
  humane treatment of the creatures, the DM may allow 
  for it to be possible to drain the required thrym while 
  leaving the matriarch alive.
  
  Amarune's Adventures | Terror in the Ice
  32
  A pack of six remorhaz spawn (see appendix B) 
  attack the party halfway into the tunnel. With a 
  30-foot burrowing speed, they attack not from the 
  open tunnel, but from within the ice walls (or floor 
  or ceiling!)
  The remorhaz spawn encounter can be lured out 
  of the tunnels onto the open ground outside with 
  some effort such as purposely making noise, leaving 
  bait for a few minutes, or similar. Allow creativity 
  to succeed if this is the character’s intent. Note that 
  none of the remorhazes in the spawn encounter 
  are large enough for the characters’ needs. The 
  encounter in the main chamber cannot be lured out.
  The Remorhaz Matriarch
  The large ice chamber is warmer than the rest of the 
  tunnels. Its white walls drip with melting ice. Light 
  steam rises from over a dozen barrel-sized eggs. The 
  membranes of the bluish eggs glow with red heat 
  from the inside.
  Several of the eggs are broken open and the 
  remorhaz spawn once inside skitter around the icy 
  walls and floors.
  In the far corner, a huge remorhaz—bigger than any 
  encountered so far—flickers its insectoid eyes and roars.
  As the characters make their way through the tunnels 
  to the large chamber, they discover the lair of the 
  remorhaz matriarch (see appendix B). It contains the 
  remains of 10 hatched eggs and 11 unhatched ones. 
  The membranes of the unhatched eggs pulse red with 
  heat. Each unhatched egg has an AC of 12, 30 hit points 
  and is immune to fire, cold, and psychic damage. If an 
  egg is subjected to 20 or more points of fire damage, it 
  immediately hatches into a remorhaz spawn.
  Adjusting the Encounter
  Average or Weaker: no adjustments
  Strong: add 1 young remorhaz
  Very Strong: add 2 young remorhazes
  Burrowing & Opportunity Attacks: This encounter 
  assumes that creatures leaving reach to burrow into 
  the ice still provoke opportunity attacks as normal. 
  Additionally, it assumes that the remorhazes can 
  attack while only partially protruding from the ice.
  
  Amarune's Adventures | Terror in the Ice
  33
  The matriarch is protected by some of her recent 
  spawn. The remorhazes here protect the lair and 
  do not travel too far out. Those that do, attempt 
  to grapple characters and bring them back to the 
  matriarch as food.
  Getting the Thrym. The remorhaz matriarch is 
  the only one large enough to provide the heating 
  power needed by the characters’ plan. She can 
  be taken alive if she is knocked out, or her thrym 
  can be carefully drained into the enchanted 
  barrel provided.
  Part 6: Return to Camp and 
  Conclusion
  With either the remorhaz or the thrym secured, the 
  party returns to camp. From here, executing the plan 
  goes without a hitch.
  In addition to creating a cage or ice ram, there is 
  enough left over thrym and adamantium for Panthea 
  to create an enchanted item for each character. Each 
  character may choose between a melee weapon 
  enchanted to do fire damage or a leather-wrapped 
  adamantine plate that can be secured to armor or 
  a cloak and resistance to cold and cold effects (see 
  treasure section below).
  Once the enchanting is done, the party moves back 
  to the Erebos and successfully returns home.
  The plan works. The Erebos glides through the icy sea, 
  out to open water once again, and over time to Luskan. 
  The journey is eerie yet uneventful and those aboard 
  are thankful for it.
  You return safely, having ensured the safety of others. 
  You return with a tale of treasure and tragedy, of the 
  Terror of Ten Towns and its loss to the ice, of a mystical 
  storm, strange creatures, and wondrous arctic plants. 
  A tale of adventure and survival on the frigid waters of 
  the Sea of Moving Ice.
  Tithi Luadthong
  Adjusting the Encounter
  Present in the chamber is remorhaz matriarch and 3 
  remorhaz spawn (a 4th is added by the matriarch’s 
  lair action)
  Average or Weaker: no adjustments
  Strong: add 1 young remorhaz
  Very Strong: add 1 young remorhaz and 1 remorhaz
  
  Amarune's Adventures | Terror in the Ice
  34
  Appendix A: Treasure
  Appendix A: Treasure
  Each character receives either a flame-tongue melee 
  weapon or a thrym-infused plate (their choice):
  This can be any melee weapon, so long as its 
  striking part is made of metal.
  Frost Giant Goggles
  Wondrous item, rare
  While wearing these blue-lensed goggles you are 
  able to see in any dim light as if it were bright light, 
  and you are able to see through snow and blizzards 
  with ease. You do not have disadvantage on Wisdom 
  (Perception) checks, and do not suffer from the 
  blinded condition, if it would be caused by ice, snow, 
  or other cold weather effects.
  Flame-tongue Weapon
  Weapon (any melee weapon made of metal), 
  rare (requires attunement)
  You can use a bonus action to speak this magic 
  weapon’s command word, causing flames to erupt 
  from the blade. These flames shed bright light in a 
  40-foot radius and dim light for an additional 40 
  feet. While the sword is ablaze, it deals an extra 2d6 
  fire damage to any target it hits. The flames last until 
  you use a bonus action to speak the command word 
  again or until you drop or sheathe the sword.
  Thrym-Infused Plate
  Wondrous Item, rare
  This thin plate of adamantium is several inches 
  in diameter and is embedded in a specially cured 
  walrus hide pocket. Over a period of 1 hour, it can 
  be attached to the interior of an existing suit of 
  armor or of a robe. Once attached, it provides the 
  wearer resistance to cold damage, and advantage on 
  constitution saving throws made to resist the effects 
  of cold climates and of spells that deal cold damage. 
  Additionally, it keeps the wearer warm in cold 
  climates, allowing them to tolerate temperatures 
  as low as −50 degrees Fahrenheit without any 
  additional protection.
  Appendix B: Creature 
  Appendix B: Creature 
  Statistics
  Statistics
  Corrupted Polar Bear
  Corrupted Polar Bear
  Large undead, unaligned
  —
  Armor Class 15 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 40 ft., swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  18 (+4)
  2 (-4)
  8 (-1)
  6 (-2)
  —
  Saving Throws Str +9, Con +7
  Skills Perception +2
  Senses darkvision 60 ft, passive Perception 12
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing, slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhausted, poisoned
  Languages —
  Challenge 8 (3,900 XP)
  —
  Dark Imbuement. While within 5 feet of black ice, the 
  bear has advantage on attack rolls and on saving 
  throws against any effect that turns undead.
  Glacial Walk. Difficult terrain composed of black ice, ice, 
  or snow doesn’t cost the bear extra movement.
  Actions
  Multiattack. The corrupted polar bear makes two 
  attacks: one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8 + 6) piercing and 5 (1d10) 
  necrotic damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing and 5 (1d10) 
  necrotic damage.
  Black Ice Breath (Recharge 6). The bear exhales black ice 
  in a 30-foot cone. Each creature in that area must make 
  a DC 15 Constitution saving throw, taking 13 (3d8) cold 
  damage plus 16 (3d10) necrotic damage on a failed save, 
  or half as much damage on a successful one.
  The area also becomes slick with black ice (see sidebar), 
  making it difficult terrain. A creature reduced to 0 hit 
  points by this breath weapon becomes covered by a thick 
  layer of black ice until it thaws or the ice is destroyed (AC 
  13; hp 10; vulnerability to fire and bludgeoning damage; 
  immunity to poison and psychic damage).
  
  Amarune's Adventures | Terror in the Ice
  35
  Bloated Corrupted Walrus
  Bloated Corrupted Walrus
  Nathanaël Roux
  Bloated Corrupted Walrus
  Huge undead, unaligned
  —
  Armor Class 15 (natural armor)
  Hit Points 125 (10d10 + 70)
  Speed 10 ft., swim 20 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (-1)
  25 (+7)
  2 (-4)
  8 (-1)
  6 (-2)
  —
  Saving Throws Str +10, Con +11
  Skills Perception +3
  Senses darkvision 60 ft, passive Perception 12
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing, slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhausted, poisoned
  Languages —
  Challenge 11 (7,200 XP)
  —
  Dark Imbuement. While within 5 feet of black ice, the 
  bear has advantage on attack rolls and on saving 
  throws against any effect that turns undead.
  Glacial Walk. Difficult terrain composed of black ice, ice 
  or snow doesn’t cost the bear extra movement.
  Actions
  Multiattack. The corrupted walrus makes two attacks: 
  one with its tusks and one with its slam.
  Tusks. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8 + 6) piercing and 5 (1d10) 
  necrotic damage.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) bludgeoning damage and 5 
  (1d10) necrotic damage, and if the target is a Medium 
  or smaller creature, it must succeed on a DC 18 
  Strength saving throw or be knocked prone.
  Black Ice Breath (Recharge 6). The walrus exhales 
  black ice in a 60-foot cone. Each creature in that 
  area must make a DC 15 Constitution saving throw, 
  taking 18 (4d8) cold damage plus 22 (4d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  The area also becomes slick with black ice (see 
  sidebar), making it difficult terrain. A creature reduced 
  to 0 hit points by this breath weapon becomes 
  covered by a thick layer of black ice until it thaws or 
  the ice is destroyed (AC 13; hp 10; vulnerability to fire 
  and bludgeoning damage; immunity to poison and 
  psychic damage).
  Underwater Effects of Black Ice. When used underwater, 
  rather than creating an area of ice, the corrupted 
  walrus’s breath instead thickens the water in the area, 
  reducing the speed of non-corrupted creatures by 
  half. The effect dissipates at the end of the walrus’s 
  next turn, or earlier if the water is purposely moved or 
  displaced by a strong current such as by the control 
  water spell.
  
  Amarune's Adventures | Terror in the Ice
  36
  Ice Troll
  Remorhaz
  Wizards of the Coast
  Ice Troll
  Large giant, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  7 (-2)
  9 (-1)
  7 (-2)
  —
  Skills Perception +2
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  —
  Keen Smell. The ice troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The ice troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn’t function at the start of the troll’s next 
  turn. The ice troll dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  Actions
  Multiattack. The ice troll makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Remorhaz Spawn
  Medium monstrosity, unaligned
  —
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft., burrow 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  3 (-4)
  8 (-1)
  4 (-3)
  —
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 9
  Languages —
  Challenge 2 (450 XP)
  —
  Heated Body. A creature that touches the remorhaz 
  or hits it with a melee attack while within 5 feet of it 
  takes 5 (1d10) fire damage.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. 8 (1d10 + 3) piercing, plus 3 (1d6) fire damage.
  Young Remorhaz
  Large monstrosity, unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., burrow 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  17 (+3)
  3 (-4)
  10 (+0)
  4 (-3)
  —
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  —
  Heated Body. A creature that touches the remorhaz 
  or hits it with a melee attack while within 5 feet of it 
  takes 7 (2d6) fire damage.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) 
  fire damage.
  
  Amarune's Adventures | Terror in the Ice
  37
  Remorhaz
  Wizards of the Coast
  Remorhaz
  Huge monstrosity, unaligned
  —
  Armor Class 17 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 30 ft., burrow 20 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  13 (+1)
  21 (+5)
  4 (-3)
  10 (+0)
  5 (-3)
  —
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10
  Languages —
  Challenge 11 (7,200 XP)
  —
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it takes 
  10 (3d6) fire damage.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) 
  fire damage. If the target is a creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained, and the remorhaz can’t bite another target.
  Swallow. The remorhaz makes one bite attack against 
  a Medium or smaller creature it is grappling. If the 
  attack hits, that creature takes the bite’s damage and 
  is swallowed, and the grapple ends. While swallowed, 
  the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the remorhaz, 
  and it takes 21 (6d6) acid damage at the start of each of 
  the remorhaz’s turns.
  If the remorhaz takes 30 damage or more on a single 
  turn from a creature inside it, the remorhaz must 
  succeed on a DC 15 Constitution saving throw at the 
  end of that turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet of the 
  remorhaz. If the remorhaz dies, a swallowed creature 
  is no longer restrained by it and can escape from the 
  corpse using 15 feet of movement, exiting prone.
  
  Amarune's Adventures | Terror in the Ice
  38
  Remorhaz Matriarch
  Huge monstrosity, unaligned
  —
  Armor Class 17 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 20 ft., burrow 20 ft., climb 20 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  13 (+1)
  21 (+5)
  4 (-3)
  14 (+2)
  5 (-3)
  —
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft.,
  Skills Perception +6
  passive Perception 16
  Languages —
  Challenge 13 (10,000 XP)
  —
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it takes 
  10 (3d6) fire damage.
  Ice Climb. The remorhaz matriarch can climb ice 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Legendary Resistance (3/Day). If the remorhaz fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) 
  fire damage. If the target is a creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained, and the remorhaz can’t bite another target.
  Swallow. The remorhaz makes one bite attack against 
  a Medium or smaller creature it is grappling. If the 
  attack hits, that creature takes the bite’s damage and 
  is swallowed, and the grapple ends. While swallowed, 
  the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the remorhaz, 
  and it takes 21 (6d6) acid damage at the start of each of 
  the remorhaz’s turns.
  If the remorhaz takes 30 damage or more on a single 
  turn from a creature inside it, the remorhaz must 
  succeed on a DC 15 Constitution saving throw at the 
  end of that turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet of the 
  remorhaz. If the remorhaz dies, a swallowed creature 
  is no longer restrained by it and can escape from the 
  corpse using 15 feet of movement, exiting prone. 
  Legendary Actions
  The remorhaz matriarch can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time and only at the 
  end of another creature’s turn. The remorhaz matriarch 
  regains spent legendary actions at the start of its turn.
  Skitter. The remorhaz matriarch may move up to 10ft 
  without provoking opportunity attacks.
  Heated Tail (costs 2 actions). Melee Weapon Attack: 
  +11 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 7) 
  piercing damage plus 10 (3d6) fire damage. If the 
  target is a creature, it must succeed on a DC 17 
  Strength saving throw or be knocked prone.
  Lair Actions
  On initiative count 20 (losing initiative ties), the 
  remorhaz matriarch takes a lair action to cause one of 
  the following effects:
  Quicken Spawn. If there are any remorhaz eggs in her 
  lair, the matriarch may cause 1 of them to hatch, 
  turning it into a remorhaz spawn.
  
  Amarune's Adventures | Terror in the Ice
  39
  N PCs
  Naivara Firahel
  Jorus Last Standing of the 
  Vianaki Clan That Is No More
  Naivara Firahel
  Medium humanoid (wood elf), lawful good
  —
  Armor Class 16 (studded leather)
  Hit Points 85 (10d10 + 30)
  Speed 35 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  16 (+3)
  11 (+0)
  16 (+3)
  10 (+0)
  —
  Saving Throws: Dex +7, Wis +6
  Skills Acrobatics +7, Animal Handling +6, Perception 
  +6, Nature +3, Survival +6,
  Senses darkvision 60 ft, passive Perception 16
  Languages Common, Elvish, Orc
  Challenge 5 (1,800 XP)
  —
  Archer’s Eye (3/Day). As a bonus action, Naivara can 
  add 1d10 to their next attack or damage roll with a 
  longbow or shortbow.
  Fey Ancestry. Naivara has advantage on saving throws 
  against being charmed, and magic can’t put the 
  drow to sleep.
  Spellcasting. Naivara is a 3rd-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 14, 
  +6 to hit with spell attacks). Naivara knows the 
  following spells:
  1st level (4 slots): absorb elements, cure wounds, 
  ensnaring strike, hunter’s mark
  2nd level (3 slots): healing spirit, pass without trace
  Actions
  Multiattack. Naivara makes two attacks with her 
  longbow or shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Jorus Last Standing of the 
  Vianaki Clan That Is No More
  Medium humanoid (goliath), chaotic good
  —
  Armor Class 16 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  8 (-1)
  8 (-1)
  14 (+2)
  —
  Saving throws: Str +7, Con +7
  Skills Athletics +7, Perception +2, Survival +2
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  —
  Powerful Build. Jorus counts as one size larger when 
  determining his carrying capacity and the weight he 
  can push, drag, or lift.
  Mountain Born. Jorus is acclimated to high altitude, 
  including elevations above 20,000 feet, and naturally 
  adapted to cold climates.
  Stone’s Endurance (1/day). When Jorus takes damage, 
  he can use his reaction to reduce that damage by 
  10 (1d12+4).
  Stone Greatsword. Jorus’s greatsword is empowered by 
  innate powers and its attacks are considered magical 
  for the purposes of overcoming resistances. Regardless 
  of where the sword is, Jorus can use an action to call it 
  back to his hand. The sword disappears if away from 
  Jorus for more than 1 minute.
  Stonehard (2/day). As a bonus action, Jorus forces his 
  skin to harden, granting him resistance to all damage 
  other than psychic for 1 minute.
  Actions
  Multiattack. Jorus makes two attacks with his stone 
  greatsword or one by throwing it at an enemy (it then 
  returns to his hand).
  Stone Greatsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.
  Stone Greatsword(thrown). Ranged Weapon Attack: 
  +7 to hit, range 15/30 ft., one target. Hit: 18 (4d6 + 4) 
  piercing damage.
  
  Amarune's Adventures | Terror in the Ice
  40
  Silver
  Appendix C: Travel Pace 
  Appendix C: Travel Pace 
  and Distances Tables
  and Distances Tables
  Travel Pace 
  (regular terrain) Distance/Hour Effects of Pace
  Fast
  4 miles
  Cannot use stealth, 
  all characters suffer a 
  -5 penalty to passive 
  Perception.
  Normal
  3 miles
  Cannot use stealth
  Slow
  2 miles
  Party is able to use 
  stealth.
  Snow and Ice. All travel during Terror in the Ice takes places 
  on snowy or icy surfaces. There are enough crampons 
  and snowshoes for the adventurers to negate this 
  disadvantage, but not enough for the entire expedition.
  Full sled. If a party is bringing along a full ice sled or 
  otherwise dragging goods, they can only travel at a normal 
  pace, as neither going quickly nor stealthily is possible.
  Distances 
  (in miles)
  Erebos
  Terror of Ten Towns
  Landing Point
  Compass Hill
  Mountain Cave
  Rocky Shelter
  Hidden valley
  Erebos
  x
  6
  6
  7
  10
  10
  16
  Terror of Ten 
  Towns
  6
  x
  3
  4
  7
  7
  13
  Landing 
  Point
  6
  3
  x
  1
  4
  4
  10
  Compass 
  Hill
  6
  4
  1
  x
  3.5
  4.5
  9
  Mountain 
  Cave
  10
  7
  4
  3.5
  x
  8
  11
  Rocky 
  Shelter
  10
  7
  4
  4.5
  8
  x
  11
  Hidden 
  valley
  16
  13
  10
  9
  11
  11
  x
  Note: Travel to and from the Erebos goes through 
  Landing Point.
  Silver
  Medium humanoid (half-elf), chaotic neutral
  —
  Armor Class 18 (half-plate and shield)
  Hit Points 90 (12d8+36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  16 (+3)
  14 (+2)
  18 (+4)
  14 (+2)
  —
  Saving Throws Con +6, Wis +7, Cha +6
  Skills Arcana +5, Perception +7, Nature +5, Survival +7
  Senses passive Perception 17
  Languages Common, Draconic, Elvish, Giant, 
  Primordial, Undercommon
  Challenge 8 (3,900 XP)
  —
  Spellcasting. Silver is a 12th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 15, +7 
  to hit with spell attacks). She knows the following 
  the spells:
  Cantrips (at will): frostbite, guidance, gust, sacred flame, 
  shocking grasp
  1st level (4 slots): absorb elements, chromatic orb, cure 
  wounds, healing word, shield
  2nd level (3 slots): misty step, warding wind
  3rd level (3 slots): call lightning, counterspell, dispel 
  magic, lightning bolt, water breathing
  4th level (3 slots): dimension door, storm sphere
  5th level (2 slots): control winds, greater restoration, 
  mass cure wounds
  6th level (1 slot): chain lightning
  Thunderbolt Strike. When Silver deals lightning damage 
  to a Large or smaller creature, she can also push it up 
  to 10 feet away from her.
  Wrath of the Storm (4/day). When a creature within 5 
  feet of Silver that she can see hits her with an attack, 
  Silver can use her reaction to force the creature to 
  make a Dexterity saving throw. The creature takes 9 
  (2d8) lightning or thunder damage on a failed saving 
  throw, and half as much damage on a successful one.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  
  Amarune's Adventures | Terror in the Ice
  41
  Travel Log (use minutes)
  Day of Journey
  Time to 
  Destination
  Hazards/Delays
  Time at Destination
  Return Time
  Total
  Day 1
  Crew Well-Being
  Starting
  After 
  Storm
  1st 
  Morning 
  on Island
  2nd 
  Morn
  3rd 
  Morn
  4th 
  Morn
  5th 
  Morn
  6th 
  Morn
  7th 
  Morn
  8th 
  Morn
  9th 
  Morn
  Sailors (Including 
  Frostbitten)
  30
  Frostbite (Mild)
  0
  Frostbite (Severe)
  0
  Provisions and Other Supplies
  Days of Provisions 
  Remaining
  20
  -
  -
  -
  -
  -
  Extras
  Storm
  Terror
  Additional 
  Treasure
  __ / 2
  __ / 1
  Land Expedition 
  Gear
  __ / 2
  -
  Extra Provisions
  __ / 2
  __ / 1
  Add 10 days to provisions for each 1 here.
  
  Amarune's Adventures | Terror in the Ice
  42
  Appendix D: Arctic Flora
  Appendix D: Arctic Flora
  The following notes on arctic flora are based on 
  Amarune’s Almanac: Arctics of the Realms, and can be 
  found in full within that volume.
  Thurglud (False Roper)
  This carnivorous plant grows amid rocks or on 
  glacial ice or in deep snowpack in cold alpine locales 
  of Toril. As its nickname implies, it looks like a stone 
  stalagmite, but when heat, vibrations, or actual 
  physical contact tell the plant a living creature is 
  near, it sprouts tendrils—like the monster known as 
  a roper—that reach toward the creature.
  Unlike a roper, a thurglud has no eye or mouth, isn’t 
  intelligent, and its tendrils don’t entwine and grasp. 
  Instead, they are incredibly sticky, like a sundew, 
  and will instantly exude this stickiness and adhere if 
  they touch a living creature. If a tendril is close to the 
  heat of a warm-blooded creature, but doesn’t touch 
  it, it will detach as the thurglud fires it in the precise 
  direction of the heat it can sense. Detached tendrils 
  can slowly wriggle back, humping and wriggling 
  like the caterpillars, commonly called “inchworms,” 
  to rejoin the parent plant. They will start doing this 
  immediately if they miss a living target, and will do so 
  after feeding if they hit a creature.
  Crackleleaf
  On the shores of Icewind Dale’s three icy lakes grows 
  the marble-patterned crackleleaf herb, named for 
  the distinct ease with which the leaf crumbles. The 
  plant itself does not flower or produce seeds, rather 
  portions of its rock-textured leaves fracture and fly 
  along the Icewind to new shores and waters. Should 
  it land on an area of exposed earth, an identical 
  crackleleaf grows in 4 to 6 weeks.
  Crackleleaf is quite famous among the Uthgardt 
  tribes and along The Ten Towns as a spice to sprinkle 
  on meats, including the region’s biggest export: the 
  Knucklehead Trout. The crumbled leaves are said 
  to have a spicy and salty punch that complement 
  the cold air. The other major use of Crackleleaf is 
  as a warning: when the plants begin to sprout, the 
  tundra yetis have awoken and are on the prowl.
  Although it is entirely mundane, alchemists 
  have found that some of their more extraordinary 
  ingredients react to the frigid essence of this herb 
  quite well. A DC 20 Intelligence check using 
  alchemist’s supplies reveals that when a sprig of 
  crackleleaf is added to a concoction that provides 
  resistance to cold damage, or allows a creature to 
  exist comfortably in extreme cold, the potion’s 
  duration is doubled.
  Kanishta
  Within the area about the Great Glacier’s center, in 
  the country of Narfell, one can find a small plant of 
  thick, dark red stem, with willowing flowers of red, 
  yellow and white. The person who comes across this 
  plant is lucky indeed, for they found a kanishta root, 
  ready for harvest, within one of the coldest regions 
  of Faerûn. Once chewed, this bitter root grants one 
  creature the sensation of an inner fire and allows 
  them to automatically succeed on saving throws 
  against extreme cold for the next 8 hours.
  There have been many attempts to farm such a 
  root, but each has failed, as each small plant requires 
  a disproportionate amount of space to thrive. The 
  alchemists that tried had succeeded on a DC 25 
  Intelligence check using alchemist’s supplies to 
  deduce that the plant could theoretically be distilled 
  into potions of fire resistance with enough roots and 
  time, though the exact formula was never publicly 
  put forth.
  Snow-worm
  This odd plant looks like a gigantic white grub, an 
  off-white segmented worm. It acts like a worm, 
  wriggling along the ground and burrowing through 
  snow and unfrozen mud (and ‘swimming’ in 
  water and loose ice) with a corkscrewing motion. 
  Therefore, generations of sentient alpine dwellers 
  and visitors can be forgiven for mistaking it for a 
  creature. Yet a snow-worm, despite its name, is a 
  plant that spends its life endlessly traversing cold 
  landscapes seeking nutrients it absorbs through 
  its outer sheath-skin, which resembles the leaves 
  of artichokes in texture and construction. This 
  sheath-skin also takes in moisture from snow, ice, 
  and water (sometimes this water is created by the 
  snow-worm’s own body heat as it tunnels through 
  snow). The plant isn’t sentient—sages, priests, 
  and wizards who’ve examined it all agree—but 
  seems to deliberately choose to give off heat, or 
  not, responding instinctively to the conditions of 
  its surroundings.
  Snow-worms resemble creatures in the way they 
  reproduce, too; when one traveling worm-plant 
  encounters another, they briefly fuse, internally 
  liquify small amounts of their bodies, pour the 
  liquid into the fused area until it swells into a 
  human-fist-sized ‘bud,’ then break off from either 
  end of the bud and depart, leaving a new ‘baby’ 
  snow-worm behind.
  Snow-worms are edible and sustaining, but 
  uninspiring; some who’ve sampled them describe 
  the taste as akin to raw parsnips, while others say 
  
  Amarune's Adventures | Terror in the Ice
  43
  Spirit Fir
  they’re closer to uncooked artichokes. Everyone 
  who’s tried roasting or frying them, however, 
  cautions that they shrivel into inedible charcoal after 
  briefly flaring up due to internal oils—though these 
  flare ups have been used to ignite frozen or damp 
  wood and make campfires, or larger conflagrations 
  (such as burning down frozen wooden structures or 
  barriers), possible.
  Spirit Fir
  Native to the Sea of Moving Ice, these small trees 
  grow and live on large ice-floats. The Spirit Fir is 
  a thin fir tree with beautiful blue-green needles, 
  which grows to be 18 feet tall. Without soil, these 
  trees gain most of their nutrients directly from the 
  water and from the waste of animals that live in its 
  expansive underwater root system. Said root system 
  grows outward from the float in a half-sphere, the 
  radius of which usually correlates to twice the tree’s 
  height. The roots also form a support system for the 
  ice-float itself, which allows the float itself to grow 
  over time.
  The tree’s name is actually a translation of its 
  Uthgardtian name, as the wandering tribes are 
  among the few who venture near the Sea of Moving 
  Ice. The tribes believe that the firs are gravestones 
  of Icewind Dale’s great nature spirits and serve as 
  gateways into a different world, as on clear nights 
  the tree actually reflects the night sky on each of 
  its tiny needles. In a way, they are not wrong, as 
  the trees were created from the body of an archfey 
  known as Durvail, the Duke of Night, after he 
  was slain by Queen of Air and Darkness long ago 
  (Requires a DC 28 Intelligence (History) check to 
  discern). His body was placed along the ice floats, 
  as it was said to be his favorite place on Toril, where 
  he could see the night for what it was. To this day, 
  goodly fey occasionally visit the trees to pay respects 
  to the good Duke.
  The tree produces mirror-like cones once a decade, 
  which float along the water until they find a suitable 
  ice float to grow from, starting from its underside. 
  The wood of the tree is a mystery, as there is no 
  known record of its use. Attempting to harvest the 
  wood from a spirit fir will draw the full fury of the 
  Uthgardt. Its cones however are known to respond 
  to spells that create light and darkness. When such 
  a spell is cast, you can use the cone as an additional 
  material component. If you do, the cone turns to 
  dust and the radius of the spell’s area of light or 
  darkness is doubled.
  Shiah “Cinder” Irgangladen
  
  Amarune's Adventures | Terror in the Ice
  44
  
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