TEXT: ICEWIND DALE
  ICEWIND DALE 
  ICEWIND DALE: RIME OF THE FROSTMAIDEN
  ICEWIND DALE: RIME OF THE FROSTMAIDEN
  DM’s resources for Icewind Dale: Rime of the Frostmaiden 
  DM’s resources for Icewind Dale: Rime of the Frostmaiden 
  Chapter 2: Icewind Dale
  Chapter 2: Icewind Dale
  
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  ICEWIND DALE 
  ICEWIND DALE: RIME OF THE FROSTMAIDEN
  
  1
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  Contents
  Chapter 2: Icewind Dale
  Overview �������������������������������������������������� 2
  Running Chapter 2 ������������������������������������ 2
  Starting Chapter 2 ....................................................................2
  Icewind Dale Quests ................................................................3
  Wilderness Encounters ...........................................................5
  Encounter Tables ....................................................................10
  Places of Interest �������������������������������������11
  Angajuk’s Bell ..........................................................................11
  Black Cabin ..............................................................................11
  Cackling Chasm ......................................................................12
  Cave of the Berserkers ..........................................................12
  Dark Duchess ..........................................................................13
  Id Ascendant ............................................................................13
  Jarlmoot .....................................................................................14
  Lost Spire of Netheril ............................................................16
  Reghed Tribe Camp ...............................................................17
  Revel’s End ...............................................................................17
  Skytower Shelter & Wyrmdoom Crag ...............................17
  Locations Overview ...............................................................18
  Locations Recommendations ..............................................18
  Structure in Chapter 2 ����������������������������� 19
  Vellynne’s Quest ......................................................................19
  Finding the Codicil of White ................................................19
  Finding the Glacier Entrance ..............................................20
  Summary & Overview ...........................................................20
  Introduction
  I
  cewind Dale: Rime of the Frostmaiden is a 
  chilly campaign that will take your characters from 
  1st to beyond 10th level, as they face frosty foes, 
  deeply buried dangers, and dark deities, while 
  reshaping the fate of Icewind Dale – and perhaps the 
  entire Sword Coast along with it!
  This campaign has an evocative setting with a 
  multitude of interesting locations and awesome quests 
  that will have your players engaged – and maybe even 
  a bit nervous – as they are haunted and harrowed by all 
  the magnificent evils Icewind Dale has to offer.
  As awesome as Icewind Dale: Rime of the 
  Frostmaiden is, it isn’t necessarily the easiest campaign 
  to run. There’s a lot going on and a lot to keep track off. 
  In addition, the adventure’s main story (or stories, really) 
  lacks cohesion in places, making both structuring and 
  pacing them a difficult task.
  This download, which covers Chapter 2 of the 
  campaign book, provides you with tools and thoughts 
  that will help you make Icewind Dale: Rime of the 
  Frostmaiden an exciting experience for your players – 
  and much more manageable for you. 
  It is strongly recommended that you read through 
  the campaign book before using these resources. And 
  always remember, the advice and ideas given here are 
  options – you know best what works at your table. 
  This download contains:
  Starting Chapter 2. Advice on when and how to 
  start Chapter 2, including an assessment of each of the 
  ‘Icewind Dale Quests’ that can get the chapter started.
  Wilderness Encounters. A thorough walkthrough of 
  each of the ‘Wilderness Encounters’ described in the 
  book, including advice on how to run them and how to 
  adjust their difficulty – plus revised encounter tables.
  Places of Interest. A complete guide to each of 
  the 13 locations featured in the chapter, including 
  troubleshooting, ideas on how to enhance them, and 
  recommendations for adjusting encounter difficulty.
  Structure in Chapter 2. An in-depth guide to tying 
  locations in Chapter 2 to the main story in a way that 
  makes logical sense and maintains a sandbox-feel.
  Full-Color, VTT-ready Encounter Maps. Several 
  encounter maps in different versions that can be used to 
  run encounters in and around Icewind Dale, including a 
  Frozen River Map and a Night Camp Map.
  Encounter Sheets. All creatures in Chapter 2: Icewind 
  Dale neatly arranged together on pages so you don’t have 
  to flip through piles of books at the table.
  Icewind Dale Cheatsheet. An overview of Ten-Towns 
  and abbreviated Wilderness Survival-rules on one page.
  Follow Along for More
  These DM’s resources are the second in a series of 
  resources for Icewind Dale: Rime of the Frostmaiden. 
  Sign up to our mailing list here to receive notifications 
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  2  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  I
  n Chapter 2: Icewind Dale, the characters are 
  let out into the cold and desolate wilderness of 
  Icewind Dale, where they will come face-to-face with 
  frosty foes and fierce friends, while exploring the 
  many wonders of the desolate tundra.
  On the following pages, we will go over the material 
  presented in Chapter 2 of Icewind Dale: Rime of the 
  Frostmaiden. First, we’ll give a brief overview of the 
  chapter, and what is expected to accomplish, before 
  discussing how to run the chapter as a whole. We will 
  then go through the ‘Wilderness Encounters’ and ‘Places 
  of Interest’ presented in the chapter, offering advice on 
  when and how to use them.
  It’s strongly recommended that you read through 
  Chapter 2 of Icewind Dale: Rime of the Frostmaiden 
  before reading the following pages. And always 
  remember, the advice and ideas given here are options – 
  you know best what works at your table.
  Overview
  The second chapter of Icewind Dale: Rime of the 
  Frostmaiden is essentially a continuation of the sandbox-
  style approach established in chapter 1. In truth, it 
  shouldn’t be viewed as something that has to be played 
  after Chapter 1: Ten-Towns, but as something that can be 
  used concurrently. We will go over that on the following 
  pages, as we discuss when and how to use the various 
  encounters and locations in Icewind Dale. That being 
  said, the chapter’s purpose can be summarized like this:
  • Get the characters familiar with Icewind Dale and 
  let them finish quest threads from Chapter 1.
  • Get the characters leveled up to as high as 7th level.
  • Give information about or foreshadow later events, 
  NPCs, and locations, such as Auril the Frostmaiden, 
  the Arcane Brotherhood, and Xardorok Sunblight.
  With that in mind, let’s take a closer look at how we can 
  make Chapter 1 as fun and manageable as possible for 
  both you and the players.
  Running Chapter 2
  In this section we discuss how to run Chapter 2, adding 
  to or elaborating on the information given in the book. 
  This starts with a discussion about when and how 
  to introduce the content in Chapter 2: Icewind Dale, 
  before going over each of the ‘Icewind Dale Quests’ and 
  ‘Wilderness Encounters’ presented in the chapter.
  Starting Chapter 2
  While the introduction to chapter 2 states that it is 
  designed for characters of 4th level or higher, this isn’t 
  necessarily the case when you take a closer look at 
  the encounters and locations described in the chapter. 
  Plenty are doable at lower levels or can easily be 
  adjusted so they are – which you can find guidance for 
  later in this document.
  This means that you can – and perhaps should – begin 
  to seed rumors about various Icewind Dale-locations 
  as early as 2nd or 3rd level. In this way, chapter 1 and 
  chapter 2 mesh together and become one big sandbox, 
  instead of two separate environments – something that 
  seems to have been the original intention anyway, even 
  if the book doesn’t make that entirely clear. This has the 
  added benefit of providing a more varied pace, where 
  the characters can shift between urban intrigue and 
  wilderness exploration.
  The question then becomes how to get the characters 
  moving into Icewind Dale proper. The book provides 
  several ‘Tall Tales in Ten-Towns’ that can inspire 
  exploration, as well as ‘Icewind Dale Quests’ that tie to 
  each location. The tall tales are fine for what they are 
  – quick rumors you can sprinkle in whenever you feel 
  like it – but some of the quests could use some work, 
  which will be examined under ‘Icewind Dale Quests’ on 
  the following pages. On the last pages of this guide for 
  chapter 2, you will find advice on creating a structure 
  that ties locations in chapter 2 closer to the adventure’s 
  main stories and later chapters.
  Chapter 2: Icewind Dale
  Chapter 2: Icewind Dale
  
  3
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Icewind Dale Quests
  The ‘Icewind Dale Quests’ described in the book (pg. 
  103) offer a hook for each of the adventure locations in 
  the chapter. Below we will go over each, reviewing the 
  scenario and offering possible adjustments.
  Whale Oil Acquisition
  This quest has the party accompanying a whale oil 
  merchant out on the Sea of Moving Ice aboard Angajuk 
  for a reward of 150 gp.
  This quest is very bare-bones. It doesn’t really offer 
  anything of interest besides what is already described at 
  ‘Angajuk’s Bell’ (pg. 114), which isn’t the most exciting 
  location to begin with. Unless you really want the party 
  to visit Angajuk early on, you may want to just wait until 
  the characters need a ride from the whale in Chapter 5.
  Provisions for Macreadus
  This quest has the party bringing supplies to Macreadus 
  in the Black Cabin on behalf of Copper Knobberknocker 
  with a promise of free healing as compensation.
  The real hook in this quest is not the provisions, but 
  the possibility of ending the Everlasting Rime, so in 
  that regard, it’s just what is already presented in the 
  description of Bryn Shander in Chapter 1. All told, this 
  is a serviceable way to get the characters to the Black 
  Cabin, that you can present to the characters whenever 
  you want. 
  Gnoll Heads
  This quest has the characters fetching gnoll heads for 
  the speaker of Caer-Konig, Trovus, with a reward of 10 
  gp per head.
  Just like the Cackling Chasm isn’t the most exciting 
  location, this quest doesn’t move the needle much either. 
  You can certainly use it – and fetching monster heads 
  is a classic D&D-trope – but it isn’t all that interesting. 
  Be aware that if you use this quest, the characters will 
  go into the chasm trying to take the head of every gnoll, 
  and not just kill the gnoll fang of Yeenoghu, Chyzka 
  (something the other gnolls will peacefully allow the 
  characters to do). This makes the location a lot tougher, 
  though still doable for characters of 5th-level or higher.
  Zero Rum
  This quest has the party fetching rum off a pirate ship 
  for tavernkeepers in Bremen, who will pay 150 gp + the 
  price of the rum for their troubles.
  Although it is great that the adventure offers up 
  significant financial incentives, it seems a bit ludicrous 
  that tavernkeepers would be able to pay 150 gp in 
  addition to the price of the rum. Reward aside, the quest 
  itself isn’t very interesting and can’t even be completed.
  Changing the Quest. Instead of a quest to fetch 
  rum, you can have this mission be about stealing the 
  dragon’s treasure. There are many NPCs that could 
  offer a ‘hot tip’ about a dragon’s hoard possibly being 
  kept on a wrecked ship (they’ve seen the dragon circling 
  the wreckage) freely or for a reward of 1/5th of the 
  treasure. These NPCs could include: the Zhentarim 
  Speaker Naerth in Targos, Clan Battlehammer dwarves, 
  a friendly goliath werebear the party runs into, or even 
  a frost giant riding a mammoth –  perhaps fetching the 
  treasure is the payment it wants for sparing their lives!
  Distress Signal
  This quest has the party going out to stop the distress 
  signal from the ‘Id Ascendant’ on behalf of four Ten-
  Towners, who can offer up 250 gp. This quest works fine 
  to get the party moving toward the nautiloid and gives 
  them incentive to stop the distress signal.
  Changing the Quest. If you want a more interesting 
  reward, you can have the townsfolk offer their psychic 
  services instead of gold – or in addition to a more modest 
  amount of 50 gp. While they can’t use their abilities at 
  the moment because of the signal’s interference, they 
  each promise to use their psychic powers on behalf 
  of the characters once the signal has been quieted. 
  Their abilities mimic spells, but are psychic (they aren’t 
  magical and don’t require components), and can only be 
  used once per day. Their abilities are:
  • Vedda Starsprit can use speak with dead, and can even 
  cast the spell without a corpse as long as she touches a 
  person or object close to the deceased individual.
  • Nars Beldrun can use divination.
  • Telvaster Hangingbell can use locate object or locate 
  creature, with an extended range of up to 10 miles.
  • Kaska Lang can use scrying, seeing the images in his 
  head instead of in a crystal ball or mirror.
  
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   |  CHAPTER 2: ICEWIND DALE
  Yselm’s Way
  This quest has the party searching for a giant’s treasure 
  in Jarlmoot on behalf of a treacherous frost druid.
  The premise here is interesting – a frost druid that 
  wants to lure the characters into a trap – but there’s a 
  minor issue with it. Yselm offers to lead the characters 
  to Jarlmoot for 25 gp, even though she wants them to go 
  – so what if they refuse to pay her price? And what if the 
  characters aren’t motivated by the promises of treasure?
  Changing  the Quest. You can avoid the issue of the 
  reward becoming a potential showstopper by simply 
  having her offer her guide services for a tenth of any 
  treasure they find – or even freely, because she purports 
  to have seen a vision that describes the characters as the 
  only ones who could claim the treasure. Conversely, you 
  could also appeal to more heroic characters by having 
  Yselm claim that the Jarlmoot may hold magic that could 
  end Auril’s Everlasting Rime!
  Peace out
  This quest has the party going on a diplomatic and/or 
  assassination mission to Karkolohk on behalf of Bryn 
  Shander for a reward of 300 gp.
  The way this quest is worded the characters are likely 
  to go into Karkolohk guns blazing, which ruins any 
  possibility of a peaceful resolution. This is a shame, 
  because the most fun thing about Karkolohk is the 
  potential to negotiate with Yarb-Knock and learn the 
  truth of his predicament.
  Changing the Quest. Instead of offering 300 gp for 
  Yarb-Gnock’s head, you can have Speaker Duvessa 
  Shane and Sheriff Markham Southwell approach the 
  characters together. The pair will pay the characters 
  100 gp to head to Karkolohk and assess whether the 
  goblins intentions are true, and another 200 gp to either 
  negotiate a ‘not-too-costly’ truce with the goblins – or 
  exterminate the threat. Shane is hoping for a peaceful 
  resolution, while Southwell distrusts the goblins and 
  warn the characters that he thinks it is a trap.
  Hunt for the Red Yeti
  This quest has the characters stumbling into the Lost 
  Spire of Netheril while looking for a Red Yet.
  While the premise seems initially interesting – a 
  yeti-hunting contest! – this one really boils down to the 
  characters stumbling across the Lost Spire of Netheril 
  (as they could have done doing literally anything else), 
  and then losing 300 gp in a bet they didn’t have any 
  chance of winning. As written, you may as well just skip 
  the formalities and have the characters stumble across 
  the spire at random.
  Wolf Tribe Cannibals
  This quest has the party dealing with Wolf Tribe 
  cannibals on behalf of a concerned Wolf Tribe member.
  There’s a few issues with this quest as written. First, 
  why is this the characters’ problem? When Aluka comes 
  into town and issues her warning, there’s little incentive 
  (besides being adventurers) for the characters to handle 
  the issue. Second, a fully hostile Reghed Tribe camp is a 
  lot of enemies – potentially very difficult for the party to 
  survive and for the DM to run.
  Changing the Quest. You can resolve the first issue 
  by having the characters be called to a meeting with, or 
  approached by, the town’s speaker of whichever town 
  they’re in, where Aluka is also present and can detail 
  the predicament. The town speaker then offers the 
  characters a financial incentive – say 50 gp – to deal 
  with the matter. Second, instead of having the mission 
  be a full blown assault on the camp – which would mean 
  that you and your players have to deal with nearly forty 
  combatants – you can lay it out as a crisis of leadership. 
  Aluka can explain that most of the tribe detest the 
  chieftain’s gruesome decrees, but none dares protest. 
  Only a handful of warriors and the tribe’s shaman back 
  him fully. If the party has an appropriate warrior, she 
  may suggest that they challenge Sangra – something he 
  would have a hard time refusing – to a duel to the death, 
  instead of outright destroying the tribe. Conversely, if the 
  characters are possessed of magic or charm, she may 
  suggest that they convince the tribe’s Great Warrior (see 
  ‘Reghed Tribe Camp’, ID:RotF pg. 152), an honorable 
  woman named Katina, that she must challenge Sangra 
  for leadership of the tribe – and that the characters help 
  make sure she wins the contest. As a last resort, Aluka 
  may also suggest that they take out the chieftain under 
  cover of night without anyone else noticing, although it 
  galls her to even suggest it.
  Behind Bars
  This quest has the party seeking out Vaelish Gant in 
  Revel’s End on behalf of Speaker Duvessa Shane for a 
  reward of 250 gp.
  This quest is fine as far as it gets the party traveling 
  to Revel’s End, but because there’s very little to actually 
  do at Revel’s End, and Vaelish Gant has very little useful 
  information, there isn’t much of a point to it – besides 
  showing off a cool location.
  A Goliath Problem
  This quest has the characters seeking out two tribes of 
  goliaths to broker a peace on behalf of a goliath warrior, 
  who offers a figurine of wondrous power (silver raven).
  The goliath camps are quite fun in themselves, and 
  this quest sets the characters firmly on the path toward 
  brokering a peace, which seems the most entertaining 
  way to handle this scenario. Kwan’s backstory – looking 
  for Oyaminartok and becoming a thief and gambler – 
  doesn’t have very much to do with the quest, however.
  Changing the Quest. Instead of looking for 
  Oyaminartok, you can have Kwan be banished from her 
  tribe because chieftain Arn discovered that instead of 
  killing a goliath from Wyrmdoom Crag (Aruk from area 
  W6 in Wyrmdoom Crag) when she had him at her mercy 
  after he’d fallen into a ravine, she helped him out, nursed 
  him back to health, and fell in love with him. The pair 
  is convinced that the tribes must be united, not only so 
  that they can be together, but also to the benefit of both 
  tribes. Instead of meeting her in a town, you can have 
  the party come across Kwan in the wilderness – fighting 
  for her life against an abominable yeti or a pair of crag 
  cats – after which she explains her situation and asks the 
  characters for their aid.
  Dragon Bone Stew
  This quest has the party fetching dragon bones on behalf 
  of Dannika Graysteel for a reward of one potion of 
  resistance (cold) each.
  While essentially just a fetch quest, it works fine to 
  get the party going to Wyrmdoom Crag – and possible 
  reintroduces an old NPC, which is always fun. 
  Changing the Quest. The quest doesn’t mention how 
  the characters can acquire the dragon bones once they’re 
  at the camp. You can have Chieftain Ogulai offer to give 
  them a dragon bone if they can help heal the aarakocra 
  in W6. While they help treat the aarakocra, you can also 
  have Aruk appeal to them to end the goliath feud (see ‘A 
  Goliath Problem’ above).
  
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  Wilderness Encounters
  The book presents a list of Wilderness Encounters (pg. 
  105), which you can use to challenge the characters 
  as they travel around in Icewind Dale. The section in 
  the book also includes advice on how and when to use 
  random encounters, which we will expand on below, 
  before taking a closer look at each encounter, discussing 
  their merits and offering advice on how to run them.
  Beneath the description of each combat encounter, 
  you will also find advice on the encounter’s difficulty, 
  including tables that show how difficult encounters with 
  varying difficulty is for a party of four characters.
  Running Wilderness Encounters
  Unless you just want to use a random encounter to stall 
  because you have nothing else prepared for the rest 
  of the session, you are probably best off only running 
  random encounters that add something to the game. 
  There’s a longer blog post about creating great 
  encounters on eventyrgames.com, but to quickly 
  summarize, an encounter adds something to the 
  game when it provides information, consequences, or 
  entertainment:
  • Information tells the characters something useful or 
  interesting about the story, the world, the setting, or 
  themselves.
  • Consequences for the characters or their 
  environment, whether good (gaining resources, 
  improving reputation, etc.) or bad (losing resources, 
  looking bad, etc.)
  • Entertainment is something that is fun and enjoyable, 
  such as an amusing NPC, a puzzle, or a tactically 
  challenging combat.
  As an example, a single yeti is both inconsequential, 
  uninformative, and boring – but an abominable yeti may 
  be a tough enough challenge to have dire consequences! 
  Likewise, a band of battlehammer dwarves with nothing 
  to say serves no purpose as an encounter – but if they 
  can point the characters to the ‘Lost Spire of Netheril’, 
  the encounter suddenly becomes worth the effort. 
  When to Use Wilderness Encounters
  While rolling on random encounter tables can be fun and 
  add an element of excitement to the game, you may still 
  want to select your random encounters with a bit of care, 
  depending on the party’s situation and what you are 
  trying to accomplish.
  Combat Encounters. Random combat encounters 
  should be used sparingly and in a way that makes sense. 
  As a general rule of thumb, you should always weigh 
  your options. If the combat encounter you have rolled is 
  less fun than what is at the character’s destination and 
  if it doesn’t add anything else to the game – in terms 
  on information, consequences, or entertainment – then 
  you may be better off just skipping it. You can also 
  follow these guidelines when trying to decide on which 
  encounter you should use:
  • If the characters are traveling toward a location you 
  think will be easy for them to handle, you can ‘soften 
  them up’ with a minor combat encounter just before 
  they reach their destination. While the encounter itself 
  likely won’t be very tense or exciting, the resources 
  the characters spend dealing with it becomes 
  consequential when the characters need them later.
  • If the characters have far to travel between 
  destinations – and thus will have plenty of time to take 
  a long rest before they arrive – but are itching for a 
  fight, you can run a combat encounter that is difficult 
  enough to challenge them on its own, or two or more 
  lesser encounters, that will – in combination – be 
  enough to challenge the party.
  Non-combat Encounters. If you mainly want to 
  use wilderness encounters to give a sense that time is 
  passing and to add depth and realism to Icewind Dale, 
  you are often best served using non-combat encounters. 
  They usually take up less time and can be used to 
  provide the characters with useful information or 
  entertaining scenarios. As we go through the encounters 
  on the next page, we will suggest ways you can enhance 
  non-combat encounters to make them more informative 
  and/or exciting.
  
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   |  CHAPTER 2: ICEWIND DALE
  Arveiaturace
  This short encounter with Arveiaturace is a fun, little 
  (hopefully) non-combat encounter that will strike fear 
  into the hearts of your players. It seems most fun to 
  run during a blizzard. Unless the characters are really 
  smart, resourceful, or powerful, there’s little chance they 
  can handle a combat encounter with Arveiaturace. Try 
  to make this obvious when you run the encounter and 
  give the characters every chance to either make a quick 
  escape or speak peacefully with the old dragon.
  Changing the Encounter. If the characters stumble 
  upon Arveiaturace during a blizzard, you can have 
  Arveiaturace accidentally shake off Meltharond as she 
  shakes the characters off. Panicking, Arveiaturace 
  forgets all about the characters, which gives them a 
  chance to escape. You can play up her sounds of despair 
  (“By Tiamat, not again, not again, oh dear Master, don’t 
  move, I’ll find a way to get you back in the saddle... Oh, 
  Tiamat, what a mess!”), which may even cause the 
  characters to feel pity for the ancient dragon. You can 
  have Arveiaturace offer – truthfully – a lift or other 
  guidance to the party in return for their aid in putting 
  Meltharond back in his saddle.
  Awakened Beast
  The characters come across an awakened beast, which 
  is told to spy on the party and report back to the frost 
  druid that awakened it. This encounter works well when 
  the party are lost, meandering about, or could use a 
  little guidance. You can have the awakened beast either 
  ask a lot of questions about the characters and what 
  they’re doing or lead them into a very dangerous area 
  – or an encounter with more dangerous foes, such as 
  chardalyn berserkers, a frost giant riding a mammoth, or 
  a coldlight walker.
  Battlehammer Dwarves
  The characters run into shield dwarves from Clan 
  Battlehammer, which they can speak with. This 
  encounter doesn’t really have that much to offer as 
  written, but can be used to guide the characters if 
  they’re lost – help them get to where they’re going, avoid 
  dangers, or learn more about the land.
  Changing the Encounter. You can enhance this 
  encounter by having the dwarves – let’s say there’s 
  three of them – be engaged in a heated debate when 
  the characters find them. The three dwarven brewers – 
  cousins– are having a discussion about which of their 
  ales (this is just an example, they could also be cooks, 
  candymakers, bakers, etc.) is the best. When they notice 
  the characters, they ask them for their aid in settling 
  the matter. If you’re playing in person, you can bring 
  three different beers (again, just an example) to the table 
  and have the players taste each, making an entire little 
  event out of the scenario. If you’re playing online, you 
  can describe the taste of each ale, making references 
  to brews you think the players would know. Once the 
  characters have had their taste of each brew, they must 
  make a decision. If they can’t or won’t decide, or they end 
  up in a tie, the dwarves become unfriendly and quickly 
  pack up their stuff to get moving. If the characters choose 
  a winner, the dwarf excitedly gives the characters a 
  1-gallon cask of their best brew and offers up any help 
  or advice they want, while the two others sulk and urge 
  their cousin to get on with it!
  
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   CHAPTER 2: ICEWIND DALE  |
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  Chardalyn Berserkers
  This encounter is a straight combat encounter with 
  2–5 chardalyn berserkers. There’s a little twist to it – 
  the Frostmaiden’s Ring, which instantly and without 
  a saving throw teleports the party to the ‘Cave of the 
  Berserkers’. This is something of a deus ex machina, 
  that screams: “I want you to go here!”. But since there’s 
  not much to do in the cave besides fight more berserkers, 
  it seems  like a drastic move for a very little reward.
  Changing the Encounter. Instead of using the ring, 
  you can have the berserkers leave clear tracks back to 
  the cave, and make sure you point out the tracks out to 
  the characters. You can also add some tension to the 
  scene by having the chardalyn berserkers be chasing 
  down a Battlehammer dwarf or fighting a pitched battle 
  with a goliath werebear as the party arrives on the 
  scene. The dwarf may tell the party that his friend was 
  taken back to the berserker’s cave, while the goliath 
  werebear can ask for the characters’ aid in clearing out 
  the cave and ending the berserker threat.
  Difficulty. If you roll for the number of berserkers, this 
  encounter can be difficult enough to challenge characters 
  of up to 7th-level or higher.
  Chardalyn Berserker Encounter Difficulty
  Party 
  Level
  — Chardalyn Berserkers—
  2
  3
  4
  5
  4
  Deadly
  —
  —
  —
  5
  Hard
  Deadly
  —
  —
  6
  Medium
  Hard
  Deadly
  —
  7
  Easy
  Medium
  Hard
  Deadly
  Chwinga
  This encounter with a chwinga is a cute, little event that 
  is unlikely to take up much time at the table.
  Changing the Encounter. You can add some 
  excitement to the encounter by having the chwinga be 
  fleeing for its life from another threat. Saving a chwinga’s 
  life may be just the thing you need to make a bland 
  encounter with a pair of crag cats, icewind kobolds, or 
  a yeti more memorable. While the foes encountered 
  may not be strong enough to threaten the characters, 
  intervening quickly enough to save the chwinga’s life 
  could still be challenging – and one of the chwinga 
  charms (ID: RotF, pg. 283) is a cool reward for success!
  Coldlight Walker
  This is a straight combat encounter with a coldlight 
  walker. The suggestion to have the coldlight walker be 
  one of the humanoid sacrifices made by the Ten-Towners  
  gives it a cool flavor, but it otherwise doesn’t do much 
  except make the character spend some resources.
  Difficulty. If encountered alone, a coldlight walker 
  is a deadly foe for 3rd-level characters and becomes 
  negligible once the characters pass 5th level.
  Crag Cats
  A straight combat encounter with a pack of 1d4 crag 
  cats isn’t really the most inspiring or exciting encounter. 
  You are probably best off either not using this encounter 
  at all, opting for more interesting encounters, or only 
  using it when the resources the characters must spend 
  to defeat them will be needed before they can take a rest 
  and replenish them. It can also work if combined with 
  a social encounter, such as Battlehammer dwarves or a 
  chwinga (see above).
  Difficulty. There’s a big difference in difficulty between 
  1 crag cat and 4. Instead of rolling, you can just pick the 
  number of crag cats you want, based on how difficult 
  you want the encounter to be. Remember, the crag cats 
  retreat when two or more of them are dead, which makes 
  the encounter a bit easier than it otherwise would be.
  Crag Cat Encounter Difficulty
  Party Level
  — Crag Cats —
  1
  2
  3
  4
  1
  Medium
  Deadly
  —
  —
  2
  Easy
  Medium
  Hard
  Deadly
  3
  —
  —
  Easy
  Medium
  4
  —
  —
  —
  Easy
  Frost Druid and Friends
  This combat encounter has the party facing a frost druid 
  with three awakened friends.
  Difficulty. How challenging this encounter is depends 
  greatly on which allies the frost druid is bringing to the 
  fight. The goat, reindeer, and walrus are roughly equal in 
  power, but an awakened tree is a big leap up. The table 
  below shows the encounter’s difficulty depending on how 
  many of the druid’s three allies are awakened trees.
  Frost Druid and Friends Encounter Difficulty
  Party Level
  — Awakened Trees —
  0
  1
  2
  3
  3
  Deadly
  Deadly
  —
  —
  4
  Medium
  Hard
  Deadly
  —
  5
  Easy
  Medium
  Hard
  Deadly
  6
  Easy
  Medium
  Medium
  Hard
  7
  —
  Easy
  Medium
  Hard
  Frost Giant Riding a Mammoth
  This encounter is very cool, but also very difficult – 
  it’s probably good that there’s plenty of options given 
  for negotiating with the frost giant in the encounter’s 
  description. If you run this encounter against lower 
  level parties, make sure you have a backup ready if 
  things are looking bad for the characters. Perhaps 
  a goliath werebear shows up to lend a helping hand 
  or Arveiaturace flies past, distracting the giant who 
  exclaims: “There’s the beast! Out of my way, small 
  fools, lest my quarry escapes me!” before riding off – 
  potentially leaving a set of tracks the characters can 
  follow to the Dark Duchess (ID:RotF pg. 127).
  Difficulty
  A frost giant and a mammoth is a tough encounter 
  for characters of up to 6th or 7th level, and probably 
  shouldn’t be used against characters of 4th-level or 
  lower.
  
  8  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Gnolls
  This encounter is another straight combat encounter, 
  that offers little in the way of story relevance or 
  excitement. It will work if you need a challenge that is 
  appropriate for lower level parties. 
  Changing the Encounter. You can give this 
  encounter a bit more depth by using it to steer the 
  characters toward the ‘Cackling Chasm’. A defeated 
  gnoll surrenders,and blames Chyzka, the gnoll fang of 
  Yeenoghu, for the gnolls’ desperate attacks, promising 
  that the gnolls will leave Icewind Dale if the characters 
  can get rid of Chyzka. While still not the most exciting 
  encounter, this combination of encounter and location 
  does well to fill out an adventuring day for a lower level 
  party with only minimal preparation.
  Difficulty
  A pack of 4–7 gnolls is at least a medium encounter 
  for a 3rd-level party, but is probably little more than an 
  inconvenience once the characters reach level 5.
  Gnoll Encounter Difficulty
  Party Level
  — Gnolls —
  4–5
  6–7
  2
  Hard
  Deadly
  3
  Medium
  Hard
  4
  Easy
  Medium
  5
  —
  Easy
  Goliath Party
  In this non-combat encounter, the characters meet 
  a band of goliaths they can face off with in athletic 
  contests. This is a fun little encounter, that is definitely 
  worth running.
  Changing the Encounter. The encounter works fine as 
  written, but some of the individual athletic contests can 
  be changed to make them a bit more engaging:
  • Tug o’ War. If you want to add just a bit of randomness, 
  you can have each team use their combined Strength 
  scores as suggested, but add a d20 roll to the total 
  when determining the winner. This makes it so a 
  clearly stronger team will still nearly always win, but 
  allows for upsets to happen infrequently.
  • Hand Standing. It seems like it would be more fun to 
  have the team that has the last person (hand) standing 
  be declared the winners, which means that the 
  contest doesn’t end until all participants in one team 
  have failed their checks. To avoid the contest going 
  on forever, simply have the DC of the Athletics check 
  increase by 5 with each roll.
  Goliath Werebear
  This is a fun non-combat encounter that can easily be 
  combined with other encounters or locations. A goliath 
  werebear can be used to bail the characters out of a 
  deadly encounter if they ever get in over their head, or 
  to steer them toward locations such as ‘Black Cabin’, 
  ‘Cackling Chasm’, ‘Cave of the Berserkers’, ‘Dark 
  Duchess’, ‘Karkolohk’, and so on.
  Herd of Beasts
  This encounter seems more of a description – “this 
  happened on your journey” – than an actual encounter. 
  As the book also suggests, it offers most as a prelude 
  to an encounter with beasts – crag cats, yetis, etc. – or 
  hunters – goliaths, humans, etc.
  Humans
  These encounters with tribes of humans can be run 
  as both combat or non-combat encounters. While the 
  description in the book provides the parameters of the 
  encounter, there’s not a whole lot of flavor to it.
  Changing the Encounter. If the encounter is with 
  indifferent tribes – bear or elk – you can use it to 
  provide meaningful information about the character’s 
  destination. The scouting party is led by Affra, a middle-
  aged trapper with a warm smile and humorous eyes. If 
  approached with respect, she will invite the characters 
  to eat with her – smoked and salted meat – and share a 
  potentially useful rumor (‘the White Wyrm has been seen 
  circling the shipwreck’, ‘the frost giant spirits at Jarlmoot 
  will test you, so be careful’, or ‘the gnolls are grumbling 
  with hunger and dissatisfied with their leader’, etc.). If 
  the encounter is with the Wolf or Tiger Tribe, consider 
  implementing the ‘Wolf Tribe Cannibals’-quest here (you 
  can replace the Wolf Tribe with the Tiger Tribe without 
  issue). The scouting party is led by the stern Kamakani, 
  who almost reluctantly orders his warriors to capture 
  the characters. When he sees how powerful they are, 
  however, he calls off the attack, and instead asks the 
  characters to aid him in disposing of the evil chieftain.
  Difficulty. Because this encounter features between 
  5–10 tribal warriors or scouts, it can offer a challenge for 
  parties from anywhere between 2nd and 5th-level. You 
  can also mix and match the various types of combatants 
  to make combat a bit more engaging and fun to run.
  Human Encounter Difficulty (Tribal Warriors)
  Party Level
  — Tribal Warriors —
  5–7
  8–10
  2
  Hard
  Deadly
  3
  Easy
  Medium
  4
  —
  Easy
  Human Encounter Difficulty (Scouts)
  Party Level
  — Tribal Warriors —
  5–7
  8–10
  2
  Deadly
  —
  3
  Hard
  Deadly
  4
  Medium
  Hard
  5
  Easy
  Medium
  
  9
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Ice Troll
  This encounter is a straight-forward combat encounter. 
  It serves well when you need to throw a hard challenge 
  in front of the party, but otherwise doesn’t have much 
  to offer, since trolls don’t make for great conversation 
  partners.
  Difficulty. The ice troll’s Cold Aura makes it 
  deceptively dangerous, especially for lower level 
  characters. Thus, even though it is outnumbered 4 to 1, it 
  is a decent encounter for 5th-level characters and still a 
  relevant – albeit probably not too difficult – foe for a party 
  of 6th or 7th-level adventurers.
  Icewind Kobolds
  This encounter is fairly simple and can be run both as a 
  combat or non-combat encounter.
   Changing the Encounter. You can use this encounter to 
  foreshadow the ‘A Beautiful Mine’-quest in Termalaine, 
  if you haven’t run that yet. The kobolds are deserters 
  from Trex’ band, who didn’t want to follow the ‘winged’ 
  kobold anymore, since it started acting and speaking 
  weirdly. They know that the kobolds have taken over the 
  mine near Termalaine. This can work both to get the 
  party moving toward Termalaine and will also help them 
  realize that something is off about Trex.
  Difficulty. Kobolds are unimpressive foes. If run as a 
  combat encounter, a handful of kobolds is easy enough 
  to put in front of even 1st-level characters – and barely an 
  inconvenience for characters of 3rd level or more.
  Icewind Kobold Encounter Difficulty
  Party Level
  — Icewind Kobolds —
  2–3
  4–5
  6–8
  1
  Easy
  Medium
  Hard
  2
  —
  Easy
  Medium
  3
  —
  —
  Easy
  Orcs of the Many-Arrows Tribe
  Canonically, the Orcs of the Many-Arrows Tribe were 
  orcs who – at least for a period of time – tried to coexist 
  peacefully with other civilized societies. It seems a 
  shame to play this only as a combat encounter.
  Changing the Encounter. Instead of leading with 
  hostility, you can have the orc leader openly declare to 
  the party that: “King Lorgru says Yartakh must return 
  with food or treasure. What can you offer, that my 
  warriors cannot take from you with force?” to let the 
  party know that a peaceful resolution can be found.
  Difficulty. This encounter is a tough encounter for a 
  5th-level party and still a suitable challenge for 6th and 
  7th-level characters. If you want to keep the combat a 
  bit more manageable and decrease difficulty, you can 
  remove the half-ogre from the encounter.
  Perytons
  This encounter is a straight combat encounter. On its 
  own, it’s not too interesting – although the perytons’ 
  flyby tactics may prove an entertaining and frustrating 
  challenge – but it can be combined with a non-combat 
  encounter for greater effect. If the characters come 
  upon a couple of Battlehammer dwarves, a chwinga, or 
  a scouting party of Reghed warriors being harassed by 
  perytons, it adds a little depth to the scene.
  Difficulty. If played cleverly, using dive attacks and 
  flyby, the perytons are a tough challenge for 3rd-level 
  characters and should put at least a dent in 4th- and 
  5th-level characters as well, since they fight to the death.
  Snowy Owlbear
  The snowy owlbear is a fun, new take on a D&D classic, 
  so even though this encounter is fairly straight forward, 
  it still has some merit. The most entertaining outcome is 
  probably either feeding the snowy owlbear to get rid of 
  it or claiming it as a loyal (and expensive!) pet. You can 
  make that outcome more likely by describing that the 
  snowy owlbear looks hungry and seems most interested 
  in the character who carries the party’s rations.
  Difficulty. A snowy owlbear is a decent challenge 
  for a party of 2nd- or 3rd-level adventurers and an 
  insignificant threat to characters of 5th level or higher. 
  Yeti
  While the yeti is the quintessential snowy monster, it 
  isn’t necessarily the most fun encounter. If you have run, 
  or think to run, the ‘Mountain Climb’-quest in Targos, the 
  party will probably face enough yeti for one adventure. 
  Changing the Encounter. If you choose to run an 
  encounter with ordinary yetis, you can combine it 
  with non-combat encounters, as previously described 
  under ‘Crag Cats’ and ‘Perytons’ above. Throwing an 
  abominable yeti at a lower level party during a blizzard 
  can also be fun moment of intense horror, especially if 
  you do your best to let the characters know that this is 
  not an ordinary yeti, and that their best option is to try to 
  escape it. If things go south and the characters don’t take 
  the hint, you can have them stumble upon Arveiaturace 
  in the ice (the dragon’s sudden tossing about scares the 
  yeti off) or have a goliath werebear or similar ally show 
  up to help the party.
  Difficulty. The difficulty of this encounter varies a 
  lot based on what you roll on the table. The yeti tyke 
  is negligible, but the 1d4 yeti or the abominable yeti 
  present very real threats to even high level characters. 
  An abominable yeti is a deadly encounter for 5th-level 
  characters and still a tough adversary for 7th-level 
  characters, while 1d4 yeti remains a challenge even at 
  higher levels, as per the table below.
  Yeti Encounter Difficulty
  Party Level
  — Yeti —
  1
  2
  3
  4
  2
  Hard
  Deadly
  —
  —
  3
  Medium
  Deadly
  —
  —
  4
  Easy
  Hard
  Deadly
  —
  5
  —
  Medium
  Hard
  Deadly
  6
  —
  Easy
  Medium
  Hard
  7
  —
  —
  Easy
  Medium
  
  1010  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Encounter Tables
  On this page, you will find additional encounter tables 
  made using the encounters in Chapter 2: Icewind Dale. 
  Combat Encounters
  Below are all the combat encounters in the book 
  categorized by difficulty. A very easy encounter is 
  a moderate challenge – an encounter that will test 
  their strength, but is unlikely to be fatal – for a party 
  of four adventurers of 2nd to 3rd level, while an easy 
  encounter should be a moderate challenge for a party 
  of four adventurers of 3rd or 4th level, and so on. You 
  can choose the lower or higher range encounter based 
  on whether you want the encounter to be more or less 
  difficult (i.e. a party of four 5th-level adventurers will 
  probably find a coldlight walker easy, while an ice troll is 
  a tough foe).
  Very Easy Encounters (Level 2–3)
  d6
  Encounter
  1
  Crag Cats (1d2 crag cats)
  2
  Gnolls (1d2 + 3 gnolls)
  3
  Humans (1d3 + 4 tribal warriors)
  4
  Icewind Kobolds (2d4 icewind kobolds)
  5
  Snowy Owlbear
  6
  Yeti
  Easy Encounters (Level 3–4)
  d6
  Encounter
  1
  Crag Cats (1d2 + 2 crag cats)
  2
  Frost Druid and Friends (frost druid + beasts)
  3
  Gnolls (1d2 + 5 gnolls)
  4
  Humans (1d3 + 7 tribal warriors)
  5
  Humans (1d3 + 4 scouts)
  6
  Perytons (2 perytons)
  Medium Encounters (Level 4–5)
  d4
  Encounter
  1
  Coldlight Walker
  2
  Frost Druid and Friends (frost druid, treant + beasts)
  3
  Humans (1d3 + 7 scouts)
  4
  Yeti (2 yeti)
  Hard Encounters (Level 5–6)
  d4
  Encounter
  1
  Chardalyn Berserkers (1d2 + 1 chardalyn berserkers)
  2
  Frost Druid and Friends (frost druid, 2 treants + beast)
  3
  Ice Troll
  4
  Yeti (3 yeti)
  Very Hard Encounters (Level 6–7)
  d6
  Encounter
  1
  Chardalyn Berserkers (1d2 + 3 chardalyn berserkers)
  2
  Frost Druid and Friends (frost druid, 3 treants)
  3
  Frost Giant Riding a Mammoth
  4
  Orcs of Many-Arrows Tribe (orc war chief, orc eye of 
  gruumsh, half-ogre, 6 orcs) 
  5
  Yeti (4 yeti) 
  6
  Yeti (1 abominable yeti)
  All Combat Encounters
  d20
  Encounter
  1–2
  1d4 + 1 Chardalyn Berserkers
  3–4
  Coldlight Walker
  5
  1d4 Crag Cats
  6–7
  Frost Druid and Friends (Frost druid and 3 
  awakened trees, mountain goats, elks, or walruses)
  8–9
  Frost Giant Riding a Mammoth 
  10
  Gnolls (1d4 + 3 gnolls)
  11–12
  Humans (1d6 + 4 tribal warriors or scouts)
  13
  Ice Troll
  14
  Icewind Kobolds (2d4 icewind kobolds)
  15–16
  Orcs of Many-Arrows Tribe (orc war chief, orc eye 
  of gruumsh, half-ogre, 6 orcs) 
  17
  Perytons (2 Perytons)
  18–19
  Snowy Owlbear
  20
  Yeti (1d4 yeti or 1 abominable yeti)
  Non-Combat Encounters
  The table below provides an overview of the non-combat 
  encounters described in Chapter 2.
  All Non-combat Encounters
  d10
  Encounter
  1
  Arveiaturace
  2
  Awakened Beast
  3
  Battlehammer Dwarves
  4
  Chwinga
  5
  Goliath Party
  6
  Goliath Werebear
  7
  Herd of Beasts
  8
  Humans (friendly tribes)
  9
  Icewind Kobolds (friendly)
  10
  Yeti Tyke
  Combining Encounters
  Combining non-combat and combat encounters often 
  enhances both. You can use the tables of non-combat 
  encounters below to determine which non-hostile 
  creatures that are being attacked by hostile creatures 
  and are ‘In Need of Aid’, or which non-hostile creatures 
  that show up to provide the characters ‘Aid When 
  Needed’, if a combat encounter proves too tough.
  In Need of Aid
  d8
  Friendly Creatures
  1
  Awakened Beast
  2
  Battlehammer Dwarves
  3
  Chwinga
  4
  Goliath Party
  5
  Goliath Werebear
  6
  Herd of Beasts
  7
  Humans (friendly tribes)
  8
  Icewind Kobolds (friendly)
  Aid When Needed
  d6
  Friendly Creatures
  1
  Arveiaturace
  2
  Battlehammer Dwarves
  3
  Goliath Party
  4
  Goliath Werebear
  5
  Humans (friendly tribes)
  6
  Icewind Kobolds (friendly)
  
  1111
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Places of Interest
  The meat of Chapter 2: Icewind Dale comes in the 
  form of 13 ‘Places of Interest’ (pg. 113– 169) which the 
  characters can visit as they travel around Icewind Dale. 
  These locations are all thoroughly described in the book 
  and provide challenges of varying difficulty. Some are 
  accessible to characters of any level, while others are 
  very deadly for even high-level adventurers.
  On the following pages, we will go over each of these 
  places of interest, offering advice on how to run them, 
  suggest varies changes, and give advice on how to adjust 
  the location’s difficulty. Finally, we will also provide an 
  overview of the locations, giving our thoughts about how 
  interesting and difficult each is, as well as provide an 
  example of how intertwine some of the locations more 
  closely with the campaign’s primary stories.
  Angajuk’s Bell
  This location is where the characters can find Angajuk, 
  the awakened sperm whale that is probably their easiest 
  way to reach the Island of Solstice in Chapter 5. Angajuk 
  is an interesting creature and a fun concept, but as an 
  adventure location, ‘Angajuk’s Bell’ doesn’t have that 
  much to offer. The encounter with giant vultures is trivial 
  for characters of 3rd level or higher, as is the potential 
  fight with whale hunters looking to poison Angajuk. 
  Earning Angajuk’s Trust
  Instead of having the characters earn Angajuk’s trust by 
  fishing for an octopus or befriending a dolphin, you can 
  have the sperm whale bemoan that a ship wreck further 
  down the coast has lured the White Wyrm Arveiaturace 
  to the area. Because of its past run-ins with Auril’s roc, 
  the sperm whale is afraid of huge, flying creatures. If the 
  characters can go to the wreck and either sink or burn 
  it (so the dragon will leave), they will earn the whale’s 
  favor – plus, they are free to any treasure they find in the 
  wreck. How they accomplish this feat is up to them (see 
  more under ‘Dark Duchess’ on the following pages).
  This both gives a plausible reason for the characters to 
  visit ‘Dark Duchess’ (pg. 127), and gives them a way out 
  when the dragon shows up to confront them – Angajuk 
  waits just off-shore, calling to the party, and allows them 
  to escape underneath the frigid water in its air bubble.
  Adjusting Difficulty 
  As written, the characters can encounter 3 giant vultures 
  and 5 thugs here, which is just enough to give a party of 
  3rd-level adventurers a challenging day. If the characters 
  are higher level, or you want to make it more likely that 
  the whale hunters will get to use a character as bait for 
  Angajuk, you can adjust the encounter to higher levels:
  • 4th Level. Jendren is a veteran.
  • 5th Level. Jendren is a gladiator.
  • 6th Level. Jendren is a gladiator and 2 of the whale 
  hunters are veterans. 
  • 7th Level. Jendren is a gladiator and all the other 
  whale hunters are veterans.
  Black Cabin
  This location has a lot going on. In quick summary, the 
  Lathanderite Macreadus managed to get incinerated 
  while trying to create a device that could end Auril’s 
  Everlasting Rime. The characters are likely to make the 
  same mistake, ending up as ethereal ghosts that must 
  work to revive themselves by fixing Macreadus’ device.
  If you and your players like encounters that aren’t 
  exactly traditional or straight-forward, the Black Cabin 
  offers a refreshingly different challenge to the party.
  B2� Wooden Walkway
  If a character stands on the walkway outside the door 
  to B4, the walkway collapses. As written, this basically 
  means: succeed on a DC 10 Dexterity saving throw or 
  die. While the saving throw is easy, succeed-or-die rolls 
  are often not very fun. And, while any character that dies 
  here are revived if the party fixes the Summer Star, they 
  are still excluded from most of the rest of the session (as 
  they don’t get to reform as a ghost), which isn’t fun either.
  You can make the scenario both more intense and 
  survivable by using the rules for pulling itself up given 
  under Weak Floor in ‘B4. Main Room’, but applying it if 
  the check fails, instead of only when it succeeds. This 
  means that a character who is slipping down the cliff 
  manages to grab hold of a tree root on the way, and must 
  then succeed on a DC 10 Strength (Athletics) check as 
  an action to pull itself up – a check other creatures can 
  use the Help action to assist with. This increases the 
  characters’ chance of survival significantly, while also 
  making the scenario more tense and exciting.
  B4� Main Room
  There’s two possible issues with the scenario in this 
  room.
  Summer Star. The Summer Star’s explosion is 
  incredibly deadly – but that is, of course, the point. Once 
  one or more characters die, they can communicate with 
  Macreadus and learn that the Summer Star must be 
  fixed – and when it’s fixed, they are returned to life again. 
  This is actually a cool premise, but there’s an issue: the 
  players don’t know this. And because they don’t, they 
  may react poorly to being incinerated in a blast of radiant 
  light that they have little chance of avoiding and that 
  deals ways too much damage for their level. You can 
  mitigate this by quickly having the ghostly Macreadus 
  inform the characters that fixing the Summer Star may 
  be the key to restoring them to their physical forms.
  Weak Floor. While a character that falls through the 
  floor and dies can be revived by Lathander later, it still 
  isn’t the most fun way to go out. You can choose to allow 
  a character that succeeds to jump clear safely, while 
  a character that fails still manages to grab hold of the 
  edge, giving them the opportunity to pull themselves up 
  as described in the book.
  Difficulty
  The Black Cabin can be run at any level if you exclude 
  the ‘Frostmaiden’s Revenge’-encounter, since the 
  challenges within – falls from great heights and the 
  exploding Summer Star – are likely to kill high level 
  characters as easily as lower level characters. As the only 
  encounter at the location, the ‘Frostmaiden’s Revenge’-
  encounter should be very difficult – and will be for a 
  party of 4th-level adventurers. The book provides advice 
  for adjusting its difficulty to higher levels, but if you run 
  the encounter for 3rd-level characters, you may want to 
  exclude the ice mephits.
  Note: Difficulty
  Each location features an assessment of the location’s 
  difficulty. Unless otherwise noted, this assessment assumes 
  that the party consists of 4 characters and that the characters 
  complete the encounters at the location without a long rest.
  
  1212  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Cackling Chasm
  This location has no ties to the various stories in Icewind 
  Dale: Rime of the Frostmaiden and thus serves mostly 
  as a quick location you can run if you don’t have time to 
  prepare anything else, or if you think the characters will 
  enjoy a session of good old fashioned gnoll slaughter.
  Z2� Feasting Cave & Z3� Shrine to Yeenoghu
  The description doesn’t explicitly say that the gnolls try 
  to negotiate with the characters, although it suggests 
  that ‘they don’t attack intruders right away’. To add a bit 
  of depth to the scene, you can have the biggest of the four 
  gnolls here – a scarred, graying gnoll named Aizkal – yip 
  loudly that: “Yeenoghu has answered our calls! It is a 
  sign, brothers!” before telling the party that “We gnolls 
  have no quarrel with you folk. It is our fool leader Chyzka 
  that is the enemy. Yeenoghu forbids us from harming 
  Chyzka, but has send you to aid us. It is best for all that 
  Chyzka dies – both for gnolls and those-with-soft-flesh!”
  If the characters need more convincing, the gnolls may 
  also offer to serve the characters as guides or foragers, 
  although the creatures are not to be trusted and will turn 
  on the characters as soon as they get the chance.
  Difficulty
  If the characters head into the Cackling Chasm with 
  the intention of wiping out every last gnoll, the Cackling 
  Chasm’s full roster makes for a decently challenging 
  adventuring day for characters of around 4th or 5th 
  level (although a well-placed fireball or lightning 
  bolt will make short work of the lesser gnolls). If the 
  characters have come only to kill Chyzka, or you have 
  the gnolls offer the party that option even if they have the 
  characters at their mercy, the Cackling Chasm can be 
  run as early as 2nd or 3rd level. 
  • 6th Level. Replace three gnolls with gnoll pack lords.
  • 7th Level. Replace six gnolls with gnoll pack lords.
  Cave of the Berserkers
  This location is tied peripherally to the story – since it 
  includes chardalyn and worshipers of the frostmaiden – 
  but is otherwise mainly a combat location.
  Q5� Frostmaiden’s Fire
  The brazier makes the chardalyn berserkers in the cave 
  invincible, which is a fun little twist – except that there’s 
  very little chance that the characters will make any 
  connection between the berserkers’ unwillingness to die 
  and the brazier. To make this more obvious – and thus 
  increasing the likelihood that the characters actually 
  interact with the brazier – you can describe how each 
  time the light leaves a berserker’s eyes, it inhales a big 
  gulp of the white, odorless smoke that seems to flow 
  from the brazier and is instantly revitalized.
  Q6� Slaughterhouse & Q7� Meat Storage
  You can foreshadow Xardorok’s fortress and the duergar 
  by putting a couple of fully- or partially-dismembered 
  duergar in these two gory chambers. The gray dwarves 
  were foraging for chardalyn when they crossed the 
  berserkers’ path – and came to a swift end. If the 
  characters haven’t yet found their way to the fortress, you 
  can have one of the dwarves carry a map to it.
  Returning Berserkers
  This is a very tough challenge, but also potentially fun. 
  If the characters are lower level, you can allow them 
  to spot the berserkers coming toward the cave, giving 
  them a chance to either ambush the berserkers, escape 
  through the waste chute, or find a place to hide. Hiding 
  or running from three berserkers will be very tense if the 
  characters already had trouble dealing with just the one 
  inside the cave.
  Difficulty
  As written, this location makes for a tough adventuring 
  day for a party of 5th-level adventurers. Below is advice 
  on adjusting the difficulty to higher or lower levels:
  • 2nd Level. Remove one white dragon wyrmling and 
  skip the ‘Returning Berserkers’-encounter.
  • 3rd Level. Skip the ‘Returning Berserkers’-encounter.
  • 4th Level. Only one Chardalyn Berserker returns.
  • 6th Level. Add one Chardalyn Berserker to area Q6.
  • 7th Level. Add two Chardalyn Berserkers to area Q6.  
  
  1313
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Dark Duchess
  This location has potential to be a lot of fun. Of course, 
  it works especially well if a player has the ‘Pirate 
  Cannibal’-secret, but it should be good fun either way.
  Burning the Shipwreck
  As suggested under ‘Angajuk’s Bell’ earlier in this 
  document, you can have the sperm whale ask the 
  characters to destroy the shipwreck so that the White 
  Wyrm will leave the area. Your players may also get the 
  idea of burning the shipwreck on their own, as a means 
  to handle the troll or get at the treasure.
  The specifics of burning a frozen ship’s hull includes a 
  lot of variables, but to simplify matters, you can assume 
  that characters who use oil (there’s oil in ‘D7. Storage’), 
  alchemist’s fire, other flammables, or magic, can spend 
  an hour starting a fire strong enough to really take 
  hold. Even then, it takes another two hours for the ship 
  to burn through. The frozen wood  produces a lot of 
  smoke as it burns, which quickly draws the attention of 
  Arveiaturace, increasing the chance of her arriving to 40 
  percent per hour.
  Arveiaturace Arrives
  The scenario that plays out when Arveiaturace arrives 
  is really fun, but also very dangerous – which is not very 
  surprising, when an ancient dragon is involved. 
  Dragon’s Breath. Assuming that the characters are 
  at least 4th or 5th-level, they should be able to handle 
  a round or two of Arveiaturace’s attacks before they 
  find a way to slip away. The dragon’s breath, however, 
  is another matter entirely. To avoid using it against the 
  characters without making it too obvious that you’re 
  holding back, you can have the dragon use it’s breath 
  weapon but miss because of its bad eyesight – completely 
  encasing a portion of the ship in ice! You can also have 
  the dragon expend its breath weapon to refreeze its 
  treasure, if the ice has been chipped away from it, or to 
  extinguish the fires, if the ship is burning.
  Rescue & Escape. As the book mentions, you can 
  have Tinjong the Verbeeg show up to aid the party’s 
  escape. This is a fun scenario, with one minor issue: 
  Tinjong’s escape plan hitches on fog cloud which does 
  nothing against Arveiaturace’s blindsight. If you think 
  your players will notice that discrepancy, you can have 
  the verbeeg use pass without trace instead. You can also 
  have Angajuk the sperm whale show up to rescue the 
  characters, allowing them to board its air bubble and 
  swim with it back to ‘Angajuk’s Bell’. This is also a good 
  way to make the characters aware of Angajuk before they 
  need a way to get to Auril’s Abode in Chapter 5.
  Difficulty
  Assuming that you don’t throw the full weight of the 
  ancient dragon against the party, this location features 
  only combat with an ice troll and 4 icewind kobolds, 
  making it a tough challenge for a party of 4th or 5th-level 
  adventurers. Making it harder is simple enough – just 
  have Arveiaturace get a round or two more attacks 
  in before the cavalry arrives. If you want to make the 
  location easier, replace the ice troll with two yetis.
  Id Ascendant
  This alien and otherworldly location is very interesting, 
  especially if your players are big Spelljammer or sci-fi 
  fans, who will appreciate the introduction of spaceships 
  and laser pistols. This location runs especially well if the 
  characters already have a psi crystal, but can also work 
  even if they don’t – you don’t have to follow the book’s 
  decree that the ‘Id Ascendant’ will only last 24 hours 
  more after the characters found it. If you extend the time 
  frame, the characters have ample time to get back to Ten-
  Towns and locate the psi crystal in the gem mine near 
  Termalaine (see ‘A Beautiful Mine’, ID:RotF pg. 94).
  Laser Pistols & Rifles
  These weapons deal a lot of damage, but are balanced by 
  the characters not being proficient with them, until they 
  spend the necessary downtime to learn how to use them. 
  You can, of course, rule that the weapons are treated 
  as martial weapons – they will still be balanced 
  somewhat by requiring reloading (the ‘Crossbow Expert’-
  feat won’t help with that). For creatures with the ‘Extra 
  Attack’-feature, this means that while the laser weapons 
  have the advantage of dealing radiant damage, they are 
  still not much more powerful than making two attacks 
  with a longbow (since a character can add their Dexterity 
  modifier to both those attacks). Classes such as the 
  rogue, who would benefit greatly from using a laser 
  pistol, won’t have proficiency with it because they lack 
  proficiency with martial weapons.
  N2� Cargo Hold
  The characters are unlikely to avoid combat with 
  the flesh golem here if they aren’t being led in by the 
  gnome ceremorphs. The book dictates that the gnome 
  ceremorphs will try to kill the characters if any of the 
  squidlings die here – which seems like a shame, since 
  speaking with the gnome ceremorphs is more fun than 
  fighting them. To avoid such a disaster, make sure to 
  describe how the small, squid-like creatures scurry 
  away, seemingly curious and non-hostile, when the flesh 
  golem attacks – making it less likely that the characters 
  will go out of their way to attack them.
  Difficulty
  If the characters end up fighting everything in the 
  nautiloid, they will have to quarrel with two carrion 
  crawlers, a flesh golem, three gnome squidlings, two 
  gnome ceremorphs, and a bulette, which means they 
  should probably be around 6th level. If you want to 
  make things a bit easier, or it’s clear that the characters 
  have been pushed to their limit, you can always skip the 
  bulette that attacks them on the way out.
  If we assume that matters are resolved more 
  diplomatically, they will only have to contend with the 
  carrion crawlers, the flesh golem, and the bulette, which 
  should be doable for a party of 4th-level adventurers. 
  Again, you can make things easier by skipping the 
  bulette, making the location appropriate for 2nd- or 
  3rd-level adventurers.
  
  1414  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Jarlmoot
  This location is really interesting and ties very well into 
  both the setting and Auril and her Everlasting Rime. It’s 
  also a very tough location, especially if you have Yselm 
  Bloodfang lead the characters to ‘Jarlmoot’ – which 
  seems like the most fun way to go about it.
  J1� Ring of Thrones
  There’s a couple of things to note here.
  Cold Vulnerability. It’s important to note that 
  creatures inside the ring have vulnerability to cold 
  damage if they aren’t resistant or immune to begin 
  with. This makes the frost giant skeleton’s Freezing 
  Stare incredibly lethal, and also greatly increases the 
  strength of the frost druid’s ice storm and the winter 
  wolf’s Cold Breath. Keep this in mind when determining 
  how difficult the encounter should be – you can always 
  choose to not apply vulnerability, if you think it makes 
  the encounter too lethal for the characters.
  Invisible Stalkers. The frost giant skeleton is 
  thematically very appropriate, but the invisible stalkers 
  that follow it are much less so. In addition, invisible 
  stalkers are very uninteresting foes – they are basically 
  hard-to-hit creatures with low damage output, which 
  means that a fight with them is likely to be long and 
  uninteresting. If you want to preserve the danger of 
  the encounter, you can skip the invisible stalkers and 
  instead have two or three frost giant skeletons appear 
  simultaneously at the start of the event.
  J2� Hall of Braziers
  Riddles are always cool, and the riddle here is overall 
  both interesting and solvable.
  Poem. The third line of the poem (“Climb a mountain 
  with a stone in your shoe”) stands out a bit, both by 
  being a bit too long and, frankly, by sounding a bit weird 
  – “with a stone in your shoe”? If you want to, you can 
  instead have the poem be:
  Snatch a scale from a sleeping wyrm;
  Against the blowing wind, stand firm.
  Like mountain’s stone, strong and true;
  On little feet, death comes for you.
  Be the arrow that starts the war;
  Let life’s blood fall till it falls no more.
  Stone Braziers. The characters have to put various 
  ingredients into each brazier to open the door. This is 
  cool and the characters should be able to figure it out 
  by simply trying various things. If you want to make 
  trial-and-error a bit more costly, however, you can apply 
  a consequence each time the characters put a wrong 
  object into a brazier:
  • Wyrm. Dragon’s breath spews from the brazier. Each 
  creature within 10 ft. of the brazier must make a DC 
  15 Dexterity saving throw, taking 1d6 fire damage, 1d6 
  cold damage, 1d6 lightning damage, 1d6 acid damage, 
  and 1d6 poison damage on a failure, or half as much 
  on a success.
  • Vind. A small tornado manifests briefly. Each creature 
  in the room must make a DC 15 Strength saving throw 
  as they are thrown around, taking 3d6 bludgeoning 
  damage on a failure, or half as much on a success.
  • Fjell. A thunderous boom erupts from the brazier. 
  Each creature within 10 ft. of it must make a DC 15 
  Constitution saving throw, taking 4d8 thunder damage 
  on a failure, or half as much on a success.
  • Dod. The creature who dropped the object in the 
  brazier takes 2d6 necrotic damage and must succeed 
  on a DC 15 Constitution saving throw or gain one level 
  of exhaustion.
  • Krig. The character must succeed on a DC 15 
  Intelligence saving throw, or be affected as by the 
  spell enemies abound (from Xanathar’s Guide to 
  Everything). 
  • Liv. A shadow springs forth and attacks the party.
  Difficulty
  If run as written, ‘Jarlmoot’ is a very tough location, 
  probably best reserved for characters of 7th level if they 
  are led there and betrayed by Yselm. Below is advice for 
  adjusting the location’s difficulty to parties of lower level.
  • 3rd Level. Skip the two invisible stalkers in J1. Allow 
  the characters a free round of attacks against the frost 
  giant skeleton in J1 as it forms slowly. Remove the 
  winter wolf from the encounter with Yselm. Skip the 
  frost giant under ‘Leaving Jarlmoot’.
  • 4th Level. Skip the two invisible stalkers in J1. 
  Replace the winter wolf in J1 with a dire wolf. Skip 
  the frost giant under ‘Leaving Jarlmoot’.
  • 5th Level. Skip the two invisible stalkers in J1. 
  Replace the winter wolf in J1 with a dire wolf. 
  • 6th Level. Remove one invisible stalker in J1.
  
  1515
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Karkolohk
  This location features some creative concepts, albeit it 
  doesn’t tie into any of the adventure’s main stories. It has 
  a long backstory, which boils down to the goblin fortress 
  being led by a gnome disguised as a goblin, who’s 
  becoming desperate as he’s falling out of favor with his 
  goblin minions.
  Gnome Diplomacy
  This quest runs well if you use the ‘Peace Out’-quest, 
  although one thing isn’t very clear: what is Yarb-Gnock 
  and the goblins getting out of the peace treaty? The 
  book describes how he will offer to not attack caravans 
  from Ten-Towns, but not what he wants in return, which 
  seems like an oversight. You can have him ask that 100 
  rations of food be delivered to Karkolohk each month 
  in return – a request the Council of Speakers will have 
  a hard time agreeing to. Conversely, you can also have 
  Yarb-Gnock simply use the characters to facilitate his 
  escape, which seems like the most fun outcome anyway 
  – see ‘Example: Running Karkolohk’ on this page.
  K5� Main Battle Platform
  The shield guardian found in this location is from the 
  ‘Lost Spire of Netheril’ (ID:RotF pg. 145), where it is 
  described that it wandered around in the tundra for 
  centuries, powered down, and was found recently by the 
  goblins. This seems like very convenient timing. Instead, 
  you can decide that the shield guardian attacked Dzaan 
  and the his adventurers when the ‘Lost Spire of Netheril’ 
  was opened. They managed to overpower it and left it in 
  the snow, where scavenging goblins found it soon after. 
  If the characters ask about it, Yarb-Gnock or another 
  goblin can tell them where the ‘Lost Spire of Netheril’ is 
  (on the far side of Lac Dinneshere), possibly prompting 
  the party to go there afterward.
  Example: Running Karkolohk
  Below is a blueprint for how you can run Karkolohk in an 
  interesting manner, which assumes that the characters 
  have come to make a peace treaty with the goblins.
  K1. Watchtowers. As the characters approach the 
  watchtowers, they can loudly proclaim themselves 
  as diplomats from Bryn Shander. The goblins in the 
  watchtowers accept this and lead them in safely, taking 
  them through the camp to ‘K12. Chief’s Quarters’.
  K12. Chief’s Quarters. The goblin guards knock on 
  the door, prompting Spellix to quickly put on his disguise 
  while muttering: “Yes, yes, Yarb-Gnock is coming, by 
  Glittergo– eh, by Maglubiyet – stop knocking!” and, once 
  he hears that the diplomats are here: “Great! Fantastic! 
  Prepare the feast then, Yarb-Gnock will be right out!”
  K11. Dining Room. The characters are led to the 
  dining room and quickly joined by Yarb-Gnock, who 
  enthusiastically greets the party and asks them how 
  things are in Ten-Towns. Once dinner is served, he shoos 
  any other goblins out and requests that they take him 
  back to Bryn Shander to negotiate the peace deal. If 
  the characters see through his disguise – which should 
  be pretty easy – he drops it immediately and begs the 
  characters to take him to Bryn Shander before the 
  goblins see through it as well and kill him!
  K3. Courtyard If the characters acquiesce and 
  lead Yarb-Gnock out, the disguised gnome can get 
  them past the goblins in area K9 easily enough. Once 
  they’re on the walkways overseeing ‘K3. Courtyard’ – 
  moving southward out of the camp – however, they are 
  accosted by the distrustful Manafek, who has five other 
  goblins and a worg in tow. She asks loudly: “Leavin’, 
  are we, Yarb-Gnock?”. When Yarb-Gnock nervously 
  says he’s going to Bryn Shander to negotiate a treaty, 
  she responds with: “Don’t forget to take you’s disguise 
  off then, Yarb-Gnock. ‘Em tall folks don’t take kindly 
  to goblins, or so I’ve’s heard!” before turning to her 
  entourage and the four goblins looking on from the 
  two watchtowers (areas K4) around the courtyard: 
  “Yarb-Gnock’s a gnome in goblin’s clothing. I swear 
  it on Maglubiyet’s blood. Filthy liar’s what he is!”. She 
  demands that the characters turn over Yarb-Gnock, who 
  in turn pleads with them to get him out of the camp. 
  Escape. The characters can diffuse the situation 
  quickly by simply handing over the gnome, who’s hauled 
  yelling and screaming off to be thrown over the cliff at 
  area K7. If they choose to fight, they will have to contend 
  with 6 goblins and 1 worg in area K3 and 2 goblins in 
  each of the watchtower’s south of the courtyard, who are 
  firing arrows. The 4 goblins from area K9 arrive after 
  two rounds. If the characters make a big commotion 
  using loud magic, the remaining 16 goblins from the 
  various watchtowers arrive within 5 rounds. If more 
  than half of the goblins are killed – about 15 or so – the 
  rest of Karkolohk’s forces flee and hide, hoping that the 
  murderous adventurers will leave on their own.
  Difficulty
  If you run Karkolohk in a manner akin to what’s 
  described in ‘Example: Running Karkolohk’ or the 
  players intend to go in guns blazing, they should be able 
  to handle the goblins at around 3rd level, assuming that 
  they take the goblins on peacemeal, and don’t allow 
  themselves to be swarmed by all thirty goblins at once. 
  This also allows you to keep a handle on things by 
  having more goblins show up if things are too easy, or 
  delay the goblins’ arrival if the characters are getting 
  overwhelmed.
  Goblin Reactions
  There’s a discrepancy in the description of the goblins’ 
  reactions to Yarb-Gnock leaving Karkolohk. Under ‘Gnome 
  Diplomacy’ we’re told that “Mistaking any attempt by Yarb-
  Gnock to leave Karkolohk as an abduction orchestrated by 
  the characters, the goblins attack the characters as they try to 
  flee the fortress with Yarb-Gnock in tow”, while the text in K12. 
  Chief’s Quarters maintains that: “While in his Yarb-Gnock 
  disguise, Spellix can be used as a hostage to facilitate the 
  characters’ escape, or he can command the goblins to stand 
  down and allow the characters to leave the fort unmolested”. 
  To compromise, you can have Yarb-Gnock’s commands to 
  stand down work at first, but have Manafek arrive to spoil the 
  escape as described under ‘Example: Running Karkolohk’.
  
  1616  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Lost Spire of Netheril
  This location is great and does well to foreshadow 
  Ythryn in Chapter 7, as well as the Arcane Brotherhood 
  and their involvement. While you can use a tall tale or 
  the ‘Hunt for the Red Yeti’-quest to get the party here, as 
  the book suggests, you can also lead the party here more 
  organically by having them visit Karkolohk first (see the 
  previous page), or by tying it into the plot (see ‘Structure 
  in Chapter 2’ at the end of this guide for chapter 2).
  Guardian Amulet
  This location features a shield guardian amulet that 
  matches the shield guardian in Karkolohk. If the 
  characters acquire both, they can gain the aid of a 
  functional shield guardian, which is a very powerful ally 
  indeed! While the shield guardian’s hit point maximum 
  is already reduced to 80 in the book, you may want 
  to take this a bit further. If you reduce its AC to 13, 
  its maximum hit points to 55, its Strength to 16, its 
  Constitution to 10, and its regeneration to 5 hit points 
  per turn, and take away its Multiattack, the damaged 
  shield guardian becomes less overpowering as an ally to 
  the characters – though still very powerful.
  Approaching the Spire
  Rolls without consequences aren’t fun, so the ‘Slippery 
  Entrance’ is a bit pointless. Consider either omitting this 
  roll or having a character take 1d6 bludgeoning damage 
  as they land at the bottom of the tunnel.
  P5� Upside-Down Potion Storage
  Remember, the characters would realize that any 
  contents of the chest will spill out when its opened, so 
  make sure the players do as well. If they proceed to 
  open it without taking precautions, you can simply let 
  them know that: “You realize that when the chest opens, 
  its contents will fall down upon you, if you stand right 
  underneath it.” This doesn’t directly tell them that they 
  need to catch whatever’s inside, so they may still spill the 
  potions and break them – but they at least had a chance.
  Bugbear Incursion
  The bugbears that arrive at the end seem like something 
  of an afterthought, as they aren’t tied to the area or the 
  story in any meaningful way. Depending on what has 
  happened with the characters previously, you could 
  consider replacing the bugbears with:
  • 2 cult fanatics and 4 cultists send by Avarice (see 
  ‘Caer-Dineval’, ID:RotF pg. 37) to investigate the spire. 
  They question the characters about what they have 
  found here, trying to learn as much as they can. They 
  recognize Dzaan by his description and will attempt 
  to kill him/his simulacrum, if he is with the party. 
  They otherwise prefer to not harm the party and fight 
  only to defend themselves. If questioned, they can 
  tell the party about Avarice and the Black Swords in 
  Caer-Dineval.
  • 8 goblins and 2 worgs from Karkolohk, if the party 
  haven’t been there already. They attack the party 
  on sight, but surrender if half or more are slain. If 
  questioned, they can tell the party that they found the 
  shield guardian a few weeks ago here and show them 
  the way to Karkolohk, where they can speak with their 
  leader, Yarb-Gnock.
  • 1 duergar mastermind and 3 duergar from Sunblight 
  fortress, who are searching the spire for chardalyn. 
  They attack on sight and fight to the death, only 
  sharing the fortress’ location if questioned with magic.
  Damaged Shield Guardian
  Damaged Shield Guardian
  Large construct, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 55 (10d10)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  3 (-4)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Poisoned
  Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 
  10
  Languages Understands commands given in any language but 
  can’t speak
  Challenge 4 (1,100 XP)
  Bound. The shield guardian is magically bound to an amulet. 
  As long as the guardian and its amulet are on the same plane 
  of existence, the amulet’s wearer can telepathically call the 
  guardian to travel to it, and the guardian knows the distance 
  and direction to the amulet. If the guardian is within 60 feet 
  of the amulet’s wearer, half of any damage the wearer takes 
  (rounded up) is transferred to the guardian.
  Regeneration. The shield guardian regains 5 hit points at the 
  start of its turn if it has at least 1 hit point.
  Spell Storing. A spellcaster who wears the shield guardian’s 
  amulet can cause the guardian to store one spell of 4th level or 
  lower. To do so, the wearer must cast the spell on the guardian. 
  The spell has no effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a situation arises 
  that was predefined by the spellcaster, the guardian casts the 
  stored spell with any parameters set by the original caster, 
  requiring no components. When the spell is cast or a new spell 
  is stored, any previously stored spell is lost.
  Actions
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3) 
  bludgeoning damage.
  Reactions
  Shield. When a creature makes an attack against the wearer of 
  the guardian’s amulet, the guardian grants a +2 bonus to the 
  wearer’s AC if the guardian is within 5 feet of the wearer.
  Difficulty
  Assuming that the characters don’t get into a fight with 
  Dzaan, which they have no reason to, this location is 
  appropriate for 4th-level adventurers. Below is advice for 
  adjusting the difficulty to parties of lower or higher level.
  • 3rd Level. Reduce the number of bugbears to 4. 
  • 5th Level. Add one basilisk to area P14 and replace 1 
  bugbear with a bugbear chief.
  • 6th Level. Add one basilisk to area P14, replace the 
  will-’o-wisp in area P15 with a wraith, and replace 1 
  bugbear with a bugbear chief.
  • 7th Level. Add 2 basilisks to area P14, replace the 
  will-’o-wisp in area P15 with a wraith, and replace 2 
  bugbears with bugbear chiefs.
  
  1717
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Reghed Tribe Camp
  This location is good to have if you need it – and will 
  come into play in chapter 5 – but doesn’t otherwise 
  provide anything of interest to play through. 
  Difficulty
  If you assume that the entire tribe is hostile, the 
  characters will have to face two gladiators, a druid, and 
  36 tribal warriors – and potentially 36 wolves. That’s 
  beyond lethal for characters lower than 5th level, but 
  begins to become manageable if characters have access 
  to spells like fireball or ice storm, which can make short 
  work of the lesser combatants. Hopefully you won’t 
  have to run a combat like that, since handling so many 
  combatants is quite the hassle, but if you do, consider 
  using the rules for ‘Handling Mobs’ (Dungeon Master’s 
  Guide pg. 250). In quick summary, if a character has an 
  AC of between 15–20, you can assume that they are hit 
  once and take 5  (1d8 + 1) piercing damage for each 2 
  tribal warriors that attack them (or are hit once for each 
  4 tribal warriors that attack, if the warriors don’t have 
  advantage from their ‘Pack Tactics’-feature.
  Revel’s End
  Revel’s End is a very interesting location, that 
  unfortunately isn’t utilized to its full potential. The 
  characters may go here on behalf of Speaker Duvessa 
  Shane from Bryn Shander to speak with Prisoner 237, 
  but learn very little from him. You can get more out of 
  the location if you have the characters stage a prison 
  break here – see ‘Structure in Chapter 2’ later in this 
  document, and the supplement ‘Revel’s End: Prison 
  Break’ by Dan Kahn (included with this download).
  Skytower Shelter & Wyrmdoom Crag
  This location and Wyrmdoom Crag are closely linked 
  and run in much the same way. As noted under quests 
  earlier in this document, each works best if the 
  characters come here to help make peace between the 
  tribes, making for a fun session of non-combat gameplay.
  Ending the Goliath Feud
  The book dictates that the characters can only convince 
  Arn to consider a peace with the Wyrmdoom goliaths if 
  Kanaiaka, Arn’s mother, urges him to do so. But the way 
  the adventure is written, the characters have no way to 
  meet Kanaiaka, since Arn repels them at the barricade 
  outside Skytower Shelter. To give them a chance to inure 
  themselves with Kaniaka and Arn, you can instead:
  • Have Arn invite the characters into his cave when 
  he first speaks with them, where they can meet his 
  mother and get a chance to cure her blindness.
  • Have Kanaiaka come to the barricade if the characters 
  discuss peace with Arn, asking her son: “Who’s there, 
  son – tell me who you are speaking to”, giving the 
  characters a chance to sway her.
  • Have Arn ask the characters if there are any healers 
  or magicians among them and suggest that if they can 
  cure his mother’s blindness, he will be in their debt.
  As a note here, the book doesn’t state explicitly what 
  magic is required to end Kaniaka’s blindness, but since 
  the characters are unlikely to be high enough level to 
  cast greater restoration, you can assume that blindness 
  can be cured with the 2nd-level spell lesser restoration.
  You may also want to take a look at the adventure 
  ‘Wyrmdoom Hunt’ by Dan Kahn, which offers another 
  interesting way to end the goliath feud.
  S9� Feasting Cave
  This little contest is quite fun, but also quite random 
  – a character with a Strength score of 10 has a decent 
  chance of beating a goliath warrior with 18 Strength, 
  which seems a bit weird. You can amend this by ruling 
  that a character participating in the contest automatically 
  succeeds on Strength (Athletics) checks that are lower 
  than its Strength score, which means that a goliath 
  warrior will only have to roll once the DC reaches 20.
  W2� Goat-Ball Court
  You can make the game of Goat-Ball a bit more dynamic 
  by having all participants make both a Strength 
  (Athletics) check and a Dexterity (Acrobatics) check, 
  instead of only one or the other.
  Difficulty
  The two goliath camps run best as non-combat 
  locations, as they are extremely deadly for even 7th-level 
  characters. Make sure the players realize the strength 
  and numbers of their adversaries, especially if they 
  accept Arn’s mission to take Ogolai’s cloak – and intend 
  to do so violently. If combat does erupt, be quick to let 
  non-aggressive NPCs (Kaniaka in Skytower Shelter 
  and Ogolai in Wyrmdoom Crag) deescalate tensions and 
  suggest a parlay instead.
  
  1818  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Locations Overview
  In this section, we will first give a brief overview of 
  the 13 locations described in Chapter 2: Icewind Dale, 
  ordering them by difficulty and summarizing their ties to 
  the main stories or other locations.
  Difficulty
  The difficulty of the various locations vary greatly 
  if you run them as written, making some locations 
  appropriate for a party of four 3rd-level characters, while 
  other locations are dangerous even for 6th- or 7th-level 
  characters. Below is a quick overview of their difficulty 
  relative to one another, assuming that each location is 
  run as the adventure seems to intend, that the entire 
  location is handled in one adventuring day, and that the 
  characters will be hard-pressed by the end, but will most 
  likely prevail.
  • Likely Non-Combat. Revel’s End, Skytower Shelter, 
  Wyrmdoom Crag. 
  • Easy (Level 3–4). Angajuk’s Bell, Cackling Chasm, 
  Karkolohk, Lost Spire of Netheril.
  • Medium (Level 4–5). Black Cabin, Dark Duchess, Id 
  Ascendant.
  • Hard (Level 5–6). Cave of the Berserkers, Reghed 
  Tribe Camp.
  • Very Hard (Level 6–7). Jarlmoot.
  This doesn’t mean you can’t run these locations at other 
  levels, just that you may want to make some adjustments 
  if you do, use wilderness encounters to soften the 
  characters up beforehand, and/or have friendly NPCs 
  provide aid to the characters.
  Story Ties
  Some of the locations tie in strongly to the rest of the 
  campaign, while other locations are more self-contained 
  and have very little to do with the rest of Icewind Dale. 
  Below is a quick overview.
  • Angajuk’s Bell. Can come into play when the 
  characters need to visit Auril’s Abode in Chapter 5.
  • Black Cabin. Ties to Auril’s Everlasting Rime, 
  although it has little actual effect on it. Also ties to 
  Copper in Bryn Shander.
  • Cackling Chasm. No ties, except for a captured 
  chardalyn berserker.
  • Cave of the Berserkers. Loosely tied to Auril, whom 
  the berserkers worship.
  • Dark Duchess. No ties.
  • Id Ascendant. Ties to the gem mine near Termalaine.
  • Jarlmoot. Can tie to Auril, if the frost druid Yselm is 
  included.
  • Karkolohk. Ties to Id Ascendant through the Egg-
  Shaped Crate and to the Lost Spire of Netheril 
  through the shield guardian.
  • Lost Spire of Netheril. Foreshadows Ythryn, ties to 
  Karkolohk through the shield guardian, and provides 
  information about the Arcane Brotherhood.
  • Reghed Tribe Camp. No ties.
  • Revel’s End. Provides information about the Arcane 
  Brotherhood and Ythryn.
  • Skytower Shelter. Ties to Wyrmdoom Crag.
  • Wyrmdoom Crag. Ties to Skytower Shelter, 
  foreshadows Kapanuk in Xardorok’s Fortress.
  Locations Recommendations
  Chances are that you aren’t going to use all locations 
  in your game, which means you should only pick those 
  you think are the most interesting. This is of course very 
  subjective, but below are some recommendations and 
  the reasoning behind them.
  Favorite Locations
  A handful of locations seem to provide more interesting 
  premises than the rest: Black Cabin, Dark Duchess, Id 
  Ascendant, Jarlmoot, and the Lost Spire of Netheril.
  Black Cabin. This ties well into the story – how to end 
  Auril’s curse – and can make for some very interesting 
  scenarios, although it should be run with care.
  Dark Duchess. Although it has no story ties worth 
  mentioning, the scenario here is very enticing – 
  exploring a frozen shipwreck, contending with an ice 
  troll, before fleeing an angry, near-blind ancient dragon 
  is just good entertainment.
  Id Ascendant. Again, while this location doesn’t tie 
  with the story, it is a very strange and otherworldly 
  location that is too good to pass up, if you and your 
  players are into that sort of thing.
  Jarlmoot. Rituals, riddles, and betrayal – this location 
  has a lot to offer, and ties in well with Auril, if the frost 
  druid and her betrayal is utilized.
  Lost Spire of Netheril. This seems like a must-run 
  location. It foreshadows Ythryn really well and makes 
  it so that the characters aren’t taken completely by 
  surprise when Vellynne shows up and begins talking 
  about Netherese ruins.
  Worthwhile Locations
  While perhaps not the most inspiring locations, these 
  are worth running, especially if they somehow tie to 
  character backgrounds, secrets, or other events that have 
  transpired throughout the campaign. They are: Cave of 
  the Berserkers, Karkolohk, Revel’s End, and Skytower 
  Shelter/Wyrmdoom Crag.
  Cave of the Berserkers. This ties a little into Auril’s 
  Everlasting Rime and offers combat with dragon 
  wyrmlings and tough berserkers, making it a decent 
  location for characters that are starving for combat.
  Karkolohk. If run as a ‘rescue-mission’, this location 
  can provide some decent fun, and lead organically to the 
  Lost Spire of Netheril.
  Revel’s End. The concept here is really cool, and even 
  if the characters don’t get too much out of their visit, it 
  will at least foreshadow the Arcane Brotherhood and 
  later chapters of the campaign.
  Skytower Shelter/Wyrmdoom Crag. Ending an old 
  grudge between goliath clans is interesting, and the 
  various athletic contests can provide some low-tension 
  fun. If you have goliath characters, or just players who 
  like these type of diplomatic challenges,you wont go 
  wrong with these locations.
  The Rest
  The last three locations are places that you probably 
  won’t feel bad about not including: Angajuk’s Bell, 
  Cackling Chasm and Reghed Tribe Camp.
  Angajuk’s Bell. The encounters here feel uninspired 
  and lackluster. You may as well hold off on this location 
  until the characters have need of Angajuk in Chapter 5.
  Cackling Chasm. This location has no story-ties and 
  doesn’t really provide anything of interest to the party.
  Reghed Tribe Camp. This will come into play in 
  Chapter 5 – there’s little reason to include it before then.
  
  1919
   CHAPTER 2: ICEWIND DALE  |
   CHAPTER 2: ICEWIND DALE  |
  Structure in Chapter 2
  What you get in Chapter 2: Icewind Dale is essentially all 
  the tools you need to build a sandbox. A wide variety of 
  interesting locations and a multitude of different rumors 
  and quest hooks to get things moving. What you don’t 
  get, however, is any semblance of structure – that part is 
  left up to you, the DM. This gives you the freedom to pick 
  and choose locations as you see fit, which is awesome – 
  but it can end up feeling a bit random and meandering, if 
  the characters just keep stumbling into side quest after 
  side quest, with little actual direction.
  You can combat this and give yourself a semblance of 
  structure – at least for the later parts of Chapter 2 – by 
  tying some of the locations to the greater story. We do 
  this by changing the premise of Vellynne’s Quest, so 
  the characters play a more active role in finding Ythryn. 
  Below is an example of how you can do this, using some 
  of the most interesting and compelling locations in 
  Chapter 2: Icewind Dale.
  Vellynne’s Quest
  When Vellynne presents her quest at the end of Chapter 
  4 (ID: RotF, pg. 194), she basically tells the characters:
  • Where the entrance to Ythryn is (a waterfall in the 
  Reghed Glacier).
  • Where they can find what they need to open the glacier 
  (the Codicil of White on Island of Solstice).
  You can expand this scene of – let’s be honest – bland 
  exposition to a much more interesting premise by 
  deciding that Vellynne has a lot less information. Instead 
  of having divined the answers to every question, the 
  necromancer doesn’t know where the entrance to Ythryn 
  is, only that it is supposedly somewhere in the Reghed 
  Glacier – which stretches for more than 50 miles. She 
  also knows that it is sealed with magic – the same magic 
  prevents her from divining its location – and that an 
  object called the Codicil of White is needed to open it – 
  but she doesn’t know where the codicil is either. 
  Vellynne doesn’t leave the characters completely in 
  the dark, however, as she does have some ideas about 
  how to learn more. She suggests that the characters 
  work on figuring out where the Codicil of White is (See 
  ‘Finding the Codicil of White’ below), while she tries 
  to find out where the characters can enter the Reghed 
  Glacier to find the lost city of Ythryn. Just as in the book, 
  it is assumed that the characters are around 6th or 
  7th-level when they receive Vellynne’s quest to help her 
  find Ythryn.
  Finding the Codicil of White
  As in the book, the Codicil of White is hidden on 
  Auril’s Island of Solstice, but the party won’t learn this 
  information directly from Vellynne. In this example, 
  Vellynne can tell the party of two possible places to learn 
  more: ‘Jarlmoot’ and the ‘Dark Duchess’. 
  You can choose to have Vellynne tell the characters 
  about both of these locations, letting them choose the 
  option they prefer – or you can choose the single option 
  you prefer from the start, if your players don’t mind 
  being railroaded a bit. You can also choose to not have 
  Vellynne tell them about either, forcing them to ask 
  around on their own to learn more about ‘Jarlmoot’ or 
  the ‘Dark Duchess’ – or any other location, where you 
  decide they may be able to learn more about the Codicil 
  of White. Ahead are summaries of the information 
  Vellynne can give the characters about each location.
  Jarlmoot
  Vellynne has heard talk of an ancient circle of frost giant 
  spirits who possess a vast knowledge of Icewind Dale.
  “Rumor has it that there’s a circle of giant thrones in the 
  tundra, where the frost giants of Icewind Dale go when 
  they need answers – an oracle of sorts. I don’t know exactly 
  where it is, but there’s a wilderness guide in Dougan’s Hole 
  who claims to know where it is.”
  The guide Vellynne has heard of is Yselm (see ‘Yselm’s 
  Way, ID:RotF pg. 103). If the characters seek out 
  Yselm in Dougan’s Hole, she can lead the characters to 
  ‘Jarlmoot’, just like described in the book. You can then 
  run ‘Jarlmoot’ mostly as written, except that the frost 
  giant king Reggaryarva allows the characters to ask one 
  question after they pass his test of combat. Assuming the 
  characters ask where to find the Codicil of White:
  “The Frostmaiden’s faithful has hidden her most holy texts 
  in the fortress of Grimskalle on the mist-shrouded Island of 
  Solstice in the Sea of Moving Ice. Most sailors and creatures 
  of the sea know how to find it – and to avoid it, if they can.”
  Once the characters ask this question, you can have the 
  frost giant king’s throne rise into the air and reveal the 
  hidden staircase – prompting Yselm’s treachery, if she 
  has led the party to Jarlmoot. The frost giant ghost will 
  only answer one question each month, so the characters 
  won’t be able to learn more here for a while.
  Dark Duchess
  As in the book, Vellynne’s treasured professor orb has 
  been stolen by her rival Nass Lantomir, but instead of 
  conveniently finding Nass’ body on the Island of Solstice, 
  the wizard’s corpse is in the wreck of the Dark Duchess:
  “Most of the information I have about Ythryn and the Codicil 
  of White comes from a family heirloom: a professor orb 
  named Professor Skant. Professor Skant was to lead me to 
  the Codicil of White, but was stolen from me by a rival before 
  I even got to Icewind Dale. She travelled here by ship more 
  than a month ago, but never arrived, as far as I can tell. 
  Recently, I heard a whale oil merchant from Bryn Shander 
  talk about a ship wreck by the coast in the Sea of Moving 
  Ice – likely the Dark Duchess, the ship the thieving Nass 
  Lantomir travelled on. If you can find Professor Skant on the 
  ship, he can lead us to the Codicil.”
  The characters can either travel directly to the Sea of 
  Moving Ice and look for the Dark Duchess or they can 
  inquire with the whale oil merchant Helka Jaggerath 
  in Bryn Shander (the NPC from the ‘Whale Oil 
  Acquisition’-quest on pg. 103). You can run the Dark 
  Duchess as it is written, except that the party finds 
  Nass’ frozen corpse near the shipwreck. You can run 
  the scenario with her ghost as detailed in the book (pg. 
  200), except that the professor orb was picked up by 
  kobolds, who took it to the Dark Duchess on behalf of 
  Arveiaturace, where it now lies encased in the second 
  layer of icy treasure (pg. 129). Once retrieved, Professor 
  Skant does indeed know where the Codicil of White is. 
  The professor, however, does not know the location of 
  the entrance to Ythryn in the Reghed Glacier.
  If the party don’t end up going to the Dark Duchess, 
  but you still want them to have the professor orb, you can 
  always have them find Nass’ corpse and the orb on the 
  Island of Solstice, just as it is described in the book. 
  
  2020  |  CHAPTER 2: ICEWIND DALE
   |  CHAPTER 2: ICEWIND DALE
  Jarlmoot
  Dark Duchess
  Lost Spire of 
  Netheril
  Revel's End
  Skytower Shelter/
  Wyrmdoom Crag
  Chapter 4: Destruction's Light
  Chapter 5: Auril's Abode
  Chapter 6: Caves of Hunger
  Finding the Glacier Entrance
  When the characters have figured out where to find the 
  Codicil of White it is up to them if they want to track 
  down Vellynne first, or head to the island on their own. 
  In any event, when they have retrieved the Codicil of 
  White and speak with Vellynne again, she has learned  of 
  up to three ways they may be able to find the entrance to 
  Ythryn: the Lost Spire of Netheril, Revel’s End, and the 
  goliath tribes in Skytower Shelter and Wyrmdoom Crag.
  Again, whether or not you choose to have Vellynne tell 
  the party about all these locations or just one or two of 
  them, is entirely up to you. You can choose the options 
  you think your players would prefer or you find most 
  interesting – and even just choose your lone favorite, if 
  your players don’t mind a linear story.
  The Lost Spire of Netheril
  Vellynne believes the party may find a way to locate the 
  entrance to Ythryn in the Lost Spire of Netheril:
  “One of my colleagues, a Red Wizard of Thay named Dzaan, 
  was burned at the stake in Easthaven not long ago. His 
  death is inconsequential, of course, but the reason is not: 
  the townsfolk executed Dzaan because he had killed a band 
  of adventurers who helped him find a spire that had broken 
  off from Ythryn itself when it fell. If we can find this spire, it 
  may possess knowledge or magic that can help us figure out 
  where to find its entrance in the glacier!”
  At your discretion, you can either have Vellynne already 
  possess information about where the spire is or decide 
  that the characters must travel to Easthaven to learn 
  more. In any event, once they reach the Lost Spire of 
  Netheril, you can run the location as written (though you 
  may want to adjust the difficulty to fit the party’s level).
  The only change you need to make is that the skeletal 
  apprentice in ‘P9. Collapsed Staircase’ (pg. 148) isn’t 
  missing a finger, but instead wears a ring of partnership, 
  which allows its wearer to always sense the location of 
  its counterpart. It is often worn by lovers – in this case, 
  the skeletal apprentice in the ‘Lost Spire of Netheril’ 
  had a passionate relationship with another Netherese 
  apprentice, who is now floating (dead) in ‘Y25. Hall of 
  Weightless Wonder’ in Ythryn (pg. 256). A character that 
  puts on the ring will immediately sense it pulling them 
  toward the east, leading them faultlessly to the entrance 
  to the ‘Caves of Hunger’ in the Reghed Glacier.
  Revel’s End
  If anyone knows where the entrance to Ythryn is, it 
  has to be Vaelish Gant, another member of the Arcane 
  Brotherhood who sits imprisoned in Revel’s End:
  “There’s a prison here in the north called Revel’s End, where 
  a former colleague of mine is imprisoned. He betrayed 
  the brotherhood and the laws of Icewind Dale, and has 
  been excommunicated by the brotherhood. I have reason 
  to believe, however, that before his imprisonment, Vaelish 
  Gant managed to find the entrance to Ythryn.”
  Vellynne suggests that they visit Vaelish Gant at Revel’s 
  End, which you can run much as it is described in the 
  book, the only exception being that Vaelish Gant does 
  indeed know where the entrance to the Caves of Hunger 
  in the Reghed Glacier can be found. It is up to you to 
  decide what it takes to get Vaelish Gant to share that 
  information. The characters may be able to trick him 
  into telling it – offering false promises of a reduced 
  sentence – or they may have to break him out to get 
  the information. If the latter is the case, you can find 
  guidance on how to run a prison break in the supplement 
  ‘Revel’s End: Prison Break’ by Dan Kahn (included with 
  this download).
  Skytower Shelter & Wyrmdoom Crag
  Vellynne believes that the goliaths of the frozen tundra, 
  who live near the Reghed Glacier, may know where to 
  find the entrance to Ythryn.
  “I’ve heard that two tribes of goliaths live in the mountains 
  south of the glacier. They are hardy folk, with a vast 
  knowledge of the tundra and the Reghed Glacier. The people 
  in Ten-Towns seem to believe that if anyone knows where to 
  find a hidden entrance in the glacier, it would be them.”
  Finding the goliath tribes is easy enough, as many Ten-
  Towners can point it out on a map. When the characters 
  reach either of the two tribes, you can run them much 
  as written in the book, with the exception that both 
  chieftains know the location of the entrance – but won’t 
  immediately share it with the characters. Chieftain Arn 
  is hostile, while Chieftain Ogolai is wary of outsiders 
  who seek to disturb the mighty glacier. The characters 
  can get the chieftains to share the location of the 
  entrance by solving the conflict between the tribes – or 
  through combat, bribes, or magic, at your discretion.
  Summary & Overview
  If you open up Vellynne’s Quest like this, you can 
  involve more of the locations in chapter 2, while still 
  maintaining a semi-sandbox-structure, where the players 
  get to decide how to proceed and where to go. It is also 
  possible to mix-and-match these locations, so that the 
  characters can learn the location of the Codicil of White 
  from Vaelish Gant at Revel’s End or the location of the 
  entrance to Ythryn from the frost giants at Jarlmoot – the 
  structure and ideas laid out here are just examples.
  Ring of Partnership
  Wondrous Item (ring), uncommon (requires attunement)
  These onyx rings always come in pairs. While wearing the 
  ring, you know the shortest, most direct route to the other 
  ring, as if affected by the spell find the path. 
  
  An Eventyr Games 
  Compendium
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a 
  good idea, or just want to get in touch, you can 
  reach out to us at jvaleur@eventyrgames.com or 
  eventyrgames.com. 
  To be notified about similar content, as well as 
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  to join our mailing list, follow Eventyr Games on 
  Twitter, and like Eventyr Games on Facebook.
  Compendiums
  Enhanced Monster Bundle
  Larloch’s Lexicon of Lichdom
  Nybor’s Tome of Enchanted Weapons
  Nybor’s Tome of Enchanted Armor
  DM’s Resources
  Icewind Dale: Rime of the Frostmaiden
  Baldur’s Gate: Descent into Avernus
  Ghosts of Saltmarsh
  Storm King’s Thunder
  Tomb of Annihilation
  Waterdeep: Dragon Heist
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Icewind Dale - Rime of the Frostmaiden/Chapter 2 - Icewind Dale.pdf