TEXT: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented 
  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Four-Hour Adventure for 1st- and 2nd-Level Characters 
  Optimized for APL 3.
  A Plague of Ancients Adventure
  DDAL10-03
  Credits
  Credits
  Lead Designer: Travis Woodall
  Designer: The GM Tim
  Editing: Ashley Michaela “Navigator” Lawson
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Chad Wild, Paul Scott Canavan, Sam Keiser,  
  Livia Prima, April Prime, provided by Wizards of the 
  Coast and used with permission.
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Brandy Camel, 
  Lea Helotis, Chris Lindsay, Chris Tulach
  D&D Adventurers League Administrators: Ma’at Crook, 
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan 
  Patrick, Travis Woodall
  Playtesters: James Bowen, Frank Foulis, Travis Fuller, 
  Wayne Fuller, Gregory Harris, Chris McGovern, Daniel 
  Oliveira, Dave Rosser, James Schweiss, JJ Tin, Marcello 
  Velazquez
  Acknowledgement: This adventure was written from 
  the unceded land of the xʷməθkʷəy̓əm (Musqueam), 
  Sḵwx̱wú7mesh (Squamish), and səl̓ílwətaʔɬ / 
  Selilwitulh (Tsleil-Waututh) traditional territories
  Special Thanks: Teos Abdai, James Introcaso, Hook & 
  Chance Podcast, Laura Thompson, Paige Leitman, 
  Anne Gregersen, Justice Arman
  DIVINING EVIL
  A gruesome murder sends you into the frozen wastes in search of answers. Will you 
  find what you seek, or will your journey simply create more questions?
  Part Three of the Plague of Ancients Series of Adventures.
  
  2
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Adventure Primer
  Adventure Primer
  The dream didn’t leave; people just don’t know a nightmare 
  when they’re right in the middle of one.
  —Marlon James, A Brief History of Seven Killings
  This adventure is designed for three to seven 1st- to 4th-
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range can’t participate in this adventure.
   This adventure occurs in Icewind Dale—specifically the 
  area in and surrounding Wyrmdoom Crag.
  Background
  ICEWIND DALE, the frigid expanse north of the 
  SPINE OF THE WORLD, is deep in the grip of the 
  EVERLASTING RIME—a name bestowed upon the 
  wrath of AURIL THE FROSTMAIDEN. Denied the 
  sun’s warmth, the people of TEN-TOWNS, the GOLIATH 
  CLANS, and the REGHED NOMADS in the surrounding 
  wilds, huddle near their fires to drive away the cold, 
  hoping they’ll be able to endure the chill until the sun 
  rises once more.
   Unbeknownst to them however, the cold is the least 
  of their concerns. Among the THUUNLAKALAGA 
  clan—the goliaths of WYRMDOOM CRAG—the druid 
  FERAL-TONGUE has gone missing, and in his absence, 
  beasts infused with CHARDALYN are driving away prey 
  and fomenting madness in the minds of the people they 
  encounter.
   All is not yet lost; OLD GOAT, the leader of the 
  Thuunlakalaga clan anticipates a sign. Salvation will be 
  heralded by a FALLING STAR on the distant horizon, an 
  ember of hope to melt away the icy grip of doubt in  
  her heart.
  Overview
  The adventure’s story is spread over four parts and takes 
  approximately 4 hours to play:
  Call to Action. Just outside Wyrmdoom Crag, Frostclaw 
  brutally murders Rikuur Hideminder in his hut while 
  looking for an item in his possession. Old Goat asks the 
  party to investigate.
  Part 1: Red Snow. As the clan are forced to deal with an 
  unusual predator, the characters are left to investigate. 
  Perhaps Rikuur’s students may be able to ascribe a 
  motive? This is Story Objective A.
  Part 2: Seeking the Lair. The characters learn Rikuur had 
  an object made of chardalyn, which leads the characters 
  to something—hopefully, the murderer. This is Story 
  Objective B.
  Part 3: Awakened Darkness. The characters find 
  Frostclaw’s lair. Judging by the traps, Frostclaw knew 
  they were coming and left recently. As the party searches 
  her den, they learn more about Feral-Tongue’s schemes. 
  This is Story Objective C.
  Part 4: Vile Guardians. Deep in Frostclaw’s lair, the 
  characters find more chardalyn before they’re set upon 
  by creatures under Feral-Tongue’s corrupting influence 
  and must race back to Wyrmdoom Crag. This is Story 
  Objective D.
  Story Awards
  At certain points in the adventure, you’ll see this 
  glyph along with an entry describing how the 
  specified story award is earned or impacted by 
  the story. Ignore the entry if it refers to a story award none 
  of the characters have. If it refers to a story award the 
  characters just earned, it provides information for you and 
  the players.
  Adventure Hooks
  This adventure assumes the characters played DDAL10-01 
  The Frozen North and DDAL10-02 Gnashing Teeth. These 
  characters are recovering from their previous ordeals when 
  Rikuur’s body is discovered. Consider the following hooks 
  if the characters are new to the region:
   The Hunt(ed). These characters heard rumors of a 
  new horror in the dark, northern wilds and sought out the 
  guidance of local goliaths, who may be able to shed light on 
  the mystery.
   Secret Past. Characters with the Sage background have 
  unearthed tales of a long-lost civilization in the northern 
  wastes and have struck out to determine whether their 
  theories are true.
   Bad Flight. Characters with the Charlatan or Criminal 
  background lost a big wager and took flight rather than 
  face their debtors. What better place to lay low than 
  Icewind Dale?
   Once Upon a Time. Entertainers and Folk Heroes are 
  always on the lookout for a good tale or adventure. This 
  one’s going to knock socks off—assuming frostbite doesn’t 
  take the foot first.
  Narrating Frostclaw, the Hunter
  Though they only directly encounter her twice, the characters 
  are constantly hunted by the awakened owlbear as the story 
  arc develops. To ensure you instill the appropriate sense of 
  paranoia and dread this villain deserves, leave signs of her 
  passage for the characters to encounter as they adventure 
  beyond the safety of Wyrmdoom Crag. Examples include:
  • A large, white feather stained with blood.
  • The mutilated carcass of a beast or a missing goliath 
  hunter.
  • Large paw prints that’re quickly erased by the wind and 
  snow.
  • A dead tree with huge claw marks gouged into the trunk.
  • Growls and roars; their source obscured by blowing snow.
  • A circular pattern of deliberately arranged body parts.
  • A character’s name whispered on the wind.
  
  3
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Worst Wake-Up Call Ever
  Worst Wake-Up Call Ever
  Estimated Duration: 10 minutes
  Content Warning
  The following scenes deal with death and loss; they’re 
  meant to be powerful. A verbal table warning before you 
  begin part 1 is strongly recommended. Read your table as 
  you play and adjust your performance to suit your group’s 
  comfort level. Avoid triggering your players. If you’re 
  using safety tools (see appendix D) and a player indicates 
  they’re growing uncomfortable, move along—no questions 
  asked. If this gives you additional time to work with, add 
  another combat encounter during part 2 (I suggest C4. 
  Here Kitty, Kitty).
  Wyrmdoom Crag
  Themes: Confusion, shock, surprise.
   It’s the dead of night when the characters, and the 
  goliaths of Wyrmdoom Crag are awakened by screaming 
  outside. The characters investigate and learn that whatever 
  killed Rikuur Hideminder was looking for something in 
  his hut. Old Goat urges them speak to Souljoined, Rikuur’s 
  three students—each provides insight into the last few days 
  of Rikuur’s life.
  Character Introductions
  If need be, allow each player a few minutes to introduce their 
  character, describe their appearance and mannerisms, and 
  the reason they came to the Dale. Encourage the players 
  to develop bonds by asking them to describe one positive 
  interaction or event that occurred between their character and 
  one other at the table. Character introductions provide a solid 
  foundation for roleplaying opportunities and give you, the 
  DM, hints as to which game elements will be most attractive 
  to your players.
   Award inspiration once everyone’s had a turn.
  Area Information
  Wyrmdoom Crag has the following features:
   Dimensions and Terrain. Most chambers in Wyrmdoom 
  Crag are carved natural stone, worn smooth in places by 
  years of use. Ceilings are between 10 and 15 feet high. The 
  feast hall is 80 feet long, with a rectangular firepit in the 
  middle of the cavern.
   Temperature. Inside the Crag, it’s warm with the 
  occasional frigid draft. Outside, the blizzard has been 
  raging for four days and nights and shows no sign of 
  relenting.
   Visibility. The firepit and oil lamps keep the hall brightly 
  lit and cast deep, moving shadows. Outside, it’s dark, and 
  driving snow heavily obscures everything beyond 30 feet.
   Sounds and Smells. Crackling fires and blowing wind, 
  with the soft, rhythmic breathing of sleeping goliaths—
  before the scream. Packed bodies, sweat, and smoke.
  Murder in the Night
  The characters’ sleep is interrupted by Frostclaw’s brutal 
  murder of Rikuur. She used her Icy Breath to freeze his 
  head, muffling his cries, then tortured him while searching 
  his hut. Unable to find what she was looking for, she 
  retreated into the dark, blizzardy night undetected—snow 
  immediately covering her tracks.
  “EEEEAAAAAAAAARRRGGGGARGLE—” A primal scream 
  of torment and anguish slices through the white noise of 
  the howling northern winds.
  Inside Voices!
  If you want to shock the players into the mood, yell this first 
  line. Be aware that you may be playing in an apartment, 
  someone’s basement, or around other tables running 
  adventures. You don’t want to create issues. Be a courteous 
  DM and check around before the adventure.
   The village is ripped from its already uneasy slumber. It’s 
  only been two days since the pair of guards were killed at 
  the end of DDAL10-02 Gnashing Teeth.
  Last Time On . . .
  Having sheltered the group from the deadly wilds 
  of Icewind Dale in DDAL10-02 Gnashing Teeth, the 
  Thuunlakalaga clan asked them to look into the strange 
  things happening around their home. The party met Rikuur 
  Hideminder and his goats, saved Kaskur Spearsong 
  from freezing to death, and discovered that Feral-Tongue 
  (formerly Kugan Windwhisper) had been corrupted by 
  something and likely driven insane.
  One-Shot?
  If the party didn’t participate in the previous adventure, 
  Kaskur can share the above information, having investigated 
  Kugan’s dwelling by himself.
  Character Information
  Ogolai Orcsplitter (“Old Goat”) and Kaskur Spearsong 
  stand outside Rikuur Hideminder’s hut, lines of worry 
  (and in Kaskur’s case, anger) clearly visible on their faces. 
  Countless other goliaths surround the hut—some crying, 
  some cursing and spitting in anger, others in silent shock.
  
  4
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Ogolai (oh GO lie) Orcsplitter “Old Goat” 
  Thuunlakalaga
  Lawful neutral goliath warrior
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly in goat 
  hide clothing and carries an immense greataxe fashioned 
  from white dragon bone. She has a crippling fear of griffons 
  stemming from a childhood trauma that’s created tensions 
  between her clan and the Akannathi goliaths of Skytower 
  Shelter (see Icewind Dale: Rime of the Frostmaiden).
  What They Want. Old Goat’s first priority is the safety and 
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly from 
  Kaskur Spearsong. She fears his disagreements will turn 
  violent but does everything within her power to delay this 
  apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat has been 
  around a long time and seen many things. This experience 
  lends her a tremendous amount of wisdom to draw on 
  when making decisions. However, she’s getting old and 
  refuses to surrender the yoke of leadership until a worthy 
  (equally wise) replacement is found. If it weren’t for his 
  sharp tongue, Old Goat would’ve offered Kaskur the mantle 
  of leadership years ago. However, she fears what the clan 
  would become under his leadership.
  Kaskur (KASS kerr) Spearsong Thuunlakalaga
  Neutral goliath warrior
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack of game 
  in the area, and he resents Old Goat’s “poor leadership” for 
  a lack of solutions. He wields a longbow taller than most 
  humans and claims he once felled an elk from a half mile 
  away. He wears little in the way of clothing, even in the driving 
  wind—a feat that’s earned him the respect of his fellow 
  hunters.
  What They Want. Kaskur has grown tired of Old Goat’s 
  personal fears preventing an alliance with the goliaths 
  of Skytower Shelter. He views her as weak and her ideas 
  as outdated, especially when Kugan Windwhisper (Feral-
  Tongue)—who Kaskur views as even weaker than Old 
  Goat—is involved. He wants to usurp control of the clan 
  for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s 
  tongue; he’s terse and speaks his mind without hesitation. 
  Despite this, he’s experienced and knows the area better 
  than any of his peers.
   Old Goat and Kaskur are sharing an uncharacteristic 
  moment of civility as they discuss what’s happened and 
  what should be done about it. One thing is clear: the 
  perpetrator of this horrific act must be brought to justice. 
  Old Goat is wracked with concern and the last few days 
  have added years to her. Rikuur was well-respected; a 
  shepherd and a valued teacher—something even Kaskur 
  wouldn’t dispute.
   As the characters arrive, they’re initially blocked from 
  getting close by a pair of guards, however Old Goat waves 
  them in upon noticing them.
  Call Me By Your Name
  If a player had a particularly good roleplay with Old Goat in 
  a previous story, have Old Goat refer to their character by 
  name, rather than addressing the group.
  Old Goat’s Request
  Old Goat acknowledges her appreciation for the party’s 
  previous assistance. Old Goat wants the party to 
  investigate the murder.
   Inevitably, Old Goat and Kaskur disagree on who should 
  investigate; Old Goat worries that Kaskur is too hot-
  tempered and headstrong to entrust with it, while Kaskur 
  feels that outsiders have no business being involved further. 
  Knowing Old Goat won’t concede, he throws his hands 
  up in frustration and pushes his way through the crowd—
  leaving bloody footprints as he goes.
   Old Goat has already sent out hunters to find what they 
  can. She therefore suggests the party focus on investigating 
  the hut first and then finding Rikuur’s students, 
  Souljoined, in the crag. Souljoined have already been 
  informed of Rikuur’s death.
  
  5
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Estimated Duration: 60 minutes
  The Game Is Afoot
  Themes: Shock, suspicion, sorrow.
   Old Goat urges the characters to speak to the clan, in 
  particular the trio called Souljoined; they may be able to 
  provide insight into the last few days of Rikuur’s life.
   The clan is terrified. Word travels fast in a small village, 
  especially when a brutal murder occurs in the middle of the 
  night. The entire place is awash with tense and high-stress 
  emotions. The clan isn’t that big. So many murders in such 
  a short time would take a toll on any community.
  Story Objective A
  Questioning Rikuur’s students is Story Objective A.
   This part of the adventure is a dark murder mystery 
  where the party realizes the attacker came from outside the 
  clan and was looking for an item in Rikuur’s possession.
  DM Tips
  This section is presented in such a way that if letting your 
  players bounce around isn’t your strong suit, guiding them 
  through the sections as listed will hopefully have the same 
  result. If they go off script or you need a refresher on the big 
  picture, appendix C has a one-page summary of part 1 in note 
  form. This is meant to facilitate player randomness and help 
  the DM stay focused, not replace what’s listed in part 1.
   Similarly, some players aren’t good at puzzles. As such, the 
  skill checks provided throughout can be used if assistance 
  is needed—though you still need to let them fail forward. 
  Don’t let bad rolls punish the players! Any information the 
  characters miss in Rikuur’s hut can be conveyed by the NPCs 
  throughout the following interactions.
   By the end of this part, the party should have Thugeo 
  Goatchaser’s lockbox, and Old Goat should be sending 
  them after the murderer.
  A. Rikuur’s Hut
  Rikuur’s hut is a bloody mess. Remember the content 
  warning before getting too invested in the horror.
  Area Information
  Rikuur’s hut is located outside Wyrmdoom Crag and the 
  protection provided by its guards. The hut has the following 
  features:
   Dimensions and Terrain. Woven bark and furs cover 
  most the hut’s floor.
   Light. Old Goat stoked the fire back to life; the interior is 
  brightly lit.
   Sounds and Smells. Smoke and burning wood from the 
  firepit mixed with the metallic odor of blood.
   Hut. Rikuur and Souljoined would winter here together 
  until Souljoined moved into Wyrmdoom Crag to have their 
  own spaces. With just Rikuur’s belongings, it looks a little 
  empty.
   Missing Box. There was a box on top of the hearth 
  which contained a chardalyn arrowhead—the same black 
  stone featured in the most recent drawing of Rikuur and 
  Souljoined. Rikuur gifted Thugeo Goatchaser the box to 
  protect it. Rikuur’s paranoia was growing deeper and he 
  thought Grakal Dawnbearer would steal the black stone or 
  Nararhak Tree-Eye would give it to Old Goat. Thugeo has 
  the stone now and is starting to be affected by it too. (See 
  B3. Thugeo Goatchaser: Arena Anguish).
  A1. The Body
  Rikuur’s entrails are arranged to form the Giant runes for 
  “Corrupted Ice” and “Where?” in the same style as the 
  guards’ entrails were two nights earlier. His eyes are wide 
  and filled with terror and his face is a rictus of pain and 
  anguish. His left leg and right arm are missing. His face 
  is damp and severely frostbitten, and his head lies in a 
  puddle.
  • A successful DC 11 Intelligence (Investigation) check 
  deduces that he was attacked in his sleep and dragged 
  from his bed.
  • A successful DC 13 Wisdom (Medicine) check confirms 
  Rikuur was alive during his dismemberment. His leg 
  was taken first, then his arm. Further examination and 
  a successful DC 13 Intelligence (Investigation or Nature) 
  check suggests it was the work of a creature rather 
  than a weapon.
  • A successful DC 14 Intelligence (Arcana or Nature) 
  check indicates magic wasn’t used, but his face was 
  encased in ice—muffling his screams. If the check 
  succeeds by 5 or more, the character discovers a cone-
  like area, still cold to the touch, at the head of the bed.
  A2. The Room
  Rikuur’s murderer was definitely looking for something. 
  They went through everything in the hut, it’s been tossed.
   Among the mess is a large, white feather like the one 
  found by the two guards killed the other night. This one is 
  soaked in Rikuur’s blood.
  Red Snow
  Red Snow
  1
  
  6
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   Under some tossed furs, the party find a bundle of 
  drawings. Many are done by children but get progressively 
  more beautiful as the artist improved over time. The 
  art depicts Rikuur with the trio, Souljoined, as kids, as 
  adolescents, and finally as adults. In the most recent piece, 
  Rikuur is wearing a new pendant with a black stone.
   There’s also something missing from the mantelpiece, a 
  small box of some kind.
  • A successful DC 15 Wisdom (Insight) check gleans that 
  the murderer was toying with Rikuur as they searched 
  the room. Like a pseudodragon with a field mouse.
  • A successful DC 20 Intelligence (Nature) identifies the 
  feather as an owlbear feather. If the check fails by 7 or 
  more, the character misidentifies it as a griffon feather.
  Kaskur Spearsong
  Kaskur is riddled with guilt. He feels responsible because 
  he cares for his clan, not because he was involved in 
  Rikuur’s murder. If the characters talk to Kaskur, he 
  grudgingly accommodates them. He offers small bits 
  of information, as he likely did in DDAL10-02, and also 
  mentions the fight, below. Kaskur doesn’t think the 
  characters murdered Rikuur, though he’s suspicious of 
  them as they’re outsiders.
   Kaskur heard Grakal and Rikuur screaming at one 
  another earlier that day—it was a huge fight. He’d never 
  seen, or heard of, such a thing from either of them.
   If the characters have an unpleasant history with Kaskur, 
  they may not trust him and make accusations against him. 
  If they do, he grows outraged and ends the conversation—
  promising that Old Goat will hear about this affront.
  Old Goat
  Old Goat suggests talking to Souljoined—Rikuur’s three 
  students. If the feather in the hut was misidentified, it leads 
  Old Goat to suspect the Akannathi goliaths of Skytower 
  Shelter. She doesn’t tolerate accusations against Kaskur—
  while they don’t always see eye to eye, his loyalty to the clan 
  is beyond doubt. She’s quick to tersely dismiss suggestions 
  that Kaskur is the guilty party.
  B. Souljoined
  While they have their own separate responsibilities, 
  Rikuur’s three students function as a unit; Rikuur once 
  joked that the three were joined at the soul, resulting in a 
  single moniker the clan lovingly uses when speaking about 
  the trio: Souljoined.
   Grakal Dawnbearer is the heart of the group, while 
  Nararhak Tree-Eye and Thugeo Goatchaser are the 
  brains and brawn, respectively.
  B1. Grakal Dawnbearer:  
  Lost in Color
  Since learning of Rikuur’s death, Grakal has secluded 
  themselves in their living quarters. When the characters 
  arrive, Grakal is wracked with grief, hugging a large, 
  brightly colored wool blanket. They look up at the party 
  with tear-filled eyes.
  Grakal (Grah-KUHL) Dawnbearer 
  Thuunlakalaga
  Lawful good goliath bard
  So named due to the colors of their hides and clothes, worn 
  to look like a sunrise, with a personality to match. Grakal 
  is softly spoken despite their extremely loud appearance. 
  However, Grakal is easily the funniest and most joyous of 
  Souljoined. Their ability to respond with snide remarks is 
  unparalleled, but it’s generally only heard by the other two 
  resulting in “random” fits of laughter.
   Grakal’s prize possession is a large blanket with different 
  tales of the goliaths’ culture woven into a beautiful 
  pictography. Throughout, trinkets and baubles from other 
  cultures are woven in. Grakal often tries to incorporate their 
  love of goliath cultures, other cultures, and color into their 
  outward appearance. Some see it as ostentatious; Grakal 
  knows it allows others to lower their guard around them so 
  they can teach with less resistance.
  What They Want. To never lose the family unit they’re in. 
  Grakal would give their life for the other two Souljoined and 
  can’t imagine a world without them.
  Not Enough Flair. Grakal loves going to Good Mead and 
  interacting with Ten-Towns. Grakal has a weak spot for food 
  and flashy items from other cultures.
   Grakal was Rikuur’s biological child. While they didn’t 
  have a mother growing up, Grakal never wanted for love—
  some families are simply different. The last conversation 
  the two had was a large fight over a matter so trivial Grakal 
  has forgotten what it actually was. Rikuur had a wholly 
  uncharacteristic bout of rage and blew up at Grakal.
   The bond between Souljoined is beyond that of a family, 
  and Grakal’s anguish is made all the worse knowing the 
  others are in pain as well.
   Grakal saw Rikuur wearing the stone in the pictures 
  from the hut. They don’t know what it was. Rikuur started 
  wearing it about a tenday ago and stopped wearing it two 
  days ago. The other two might know more; Nararhak is the 
  smart one and is incredibly passionate about nature and 
  Thugeo is the artist. Grakal wagers that the characters can 
  probably find Nararhak in the Crawl, and Thugeo at the 
  goat-ball arena.
  B2. Nararhak Tree-Eye: Forest 
  Through the Trees
  Nararhak is in the Crawl—an area where outsiders aren’t 
  generally permitted (though the characters likely don’t 
  know this). Provided the characters wait patiently outside 
  the chamber, Nararhak emerges after an hour. Characters 
  who enter are politely informed they aren’t allowed within 
  and asked to wait outside.
  
  7
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Nararhak (na-RUHR-uck) Tree-Eye 
  Thuunlakalaga
  Lawful neutral goliath druid
  Nararhak was orphaned at birth amidst a raid from another 
  clan. Though spared, the violent circumstances of their birth 
  damaged Nararhak’s left leg, leaving them slow and clumsy 
  when without a crutch. Rikuur Hideminder took the child in 
  and raised them in the ways of storytelling and nature.
   When not with Souljoined, Nararhak tends to be very 
  apprehensive and cautious in their interactions having 
  suffered a great deal of bullying in the past. They’re wary of 
  outright strangers.
   The name “Tree-Eye” comes from Nararhak’s 
  heterochromatic eyes, their right is a brown, barky color and 
  the left is the color of deep-green leaves. Nararhak is always 
  chewing on something. If they start speaking while overly 
  excited, small bits of spittle tend to spray from their mouth.
  What They Want. To know more. Nararhak is always ready 
  to hear another tale or read another story or learn another 
  language. When sharing the stories and history of the clan, 
  few hold up to Nararhak’s narrations.
  Brains of the Operation. Few in the clan know more about 
  the different flora, fauna, and sacred places than Nararhak 
  does. Even Old Goat seeks advice from Nararhak from time 
  to time.
   Nararhak is holding their pain in for now, they’ll grieve 
  when they’re ready. Rikuur showed them what life was like 
  when one isn’t treated as a liability, and instead as an equal.
   If asked about the feather from Rikuur’s hut, Nararhak 
  identifies it as an owlbear’s, though from an unusually large 
  one. Though they’ve never seen the drawings before, they 
  identify them as Thugeo’s work, affirming the artistic skill.
   Speaking of Thugeo, Nararhak mentions a noticeable 
  change in Thugeo’s behavior over the last few days—they 
  seem more withdrawn, paranoid, and prone to rage. Unlike 
  everything Thugeo has been since he defeated those 
  demons as a youth.
  B3. Thugeo Goatchaser:  
  Arena Anguish
  Thugeo is handling his grief his own way—by playing goat-
  ball, a wildly popular game among the goliaths.
  Goat-Ball
  Goat-ball is a team sport similar to dodgeball. It uses a furry, 
  misshapen ball made of stuffed goat hide and also requires 
  a dozen or more elevated platforms (usually pillars or tree 
  stumps) arranged in a random pattern. Two teams of four 
  players clamber onto the platforms, pass the ball back and 
  forth, and try to knock their opponents off their platforms. A 
  team wins if all its opponents are knocked out of the game.
   Rules. To determine the outcome of a goat-ball game, each 
  player makes a Strength (Athletics) or Dexterity (Acrobatics) 
  check. Add up the totals for each team. The team with the 
  highest total wins. In the event of a tie, the game goes into 
  overtime and all the players reroll.
   Area Information. Fifteen crude stone pillars stand on 
  this raised arena and bleachers have been carved into the 
  back wall. The arena is empty except for a lone goliath 
  (Thugeo). His possessions lay in a heap at one end of the 
  chamber.
   Among his possessions is a fur-lined box covered in 
  stiacciato carvings, so delicate that the images almost 
  appear to move in the ambient light. The box tells the story 
  of Rikuur bringing Souljoined into his family. It holds an 
  arrowhead.
   Seemingly harmless, the arrowhead is made of chardalyn 
  from Feral-Tongue’s staff. While its hold on those who 
  possess it is weak and slow to manifest, it’s still evident. 
  Thugeo is reluctant to surrender it to the characters—even 
  after possessing it for only a day. A successful DC 11 
  Wisdom (Insight) check reveals this reluctance. Rikuur 
  entrusted Thugeo with the chardalyn arrowhead and it’s 
  the cause of their bouts of rage—though neither knew it.
  
  8
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   Creature Information. Thugeo is alone in the goat-ball 
  arena running across the different stone posts and being 
  incredibly aggressive with the ball.
  Thugeo (thoo-JEE-oh) Goatchaser 
  Thuunlakalaga
  Chaotic good goliath warrior
  A goat got loose during one of Rikuur Hideminder’s training 
  sessions and Thugeo created quite a commotion chasing it 
  through the village. He eventually caught the goat eating away 
  merrily in one of the storage huts, earning Thugeo the name 
  Goatchaser, and the goat, Honey.
   Rikuur Hideminder entrusted Thugeo with the chardalyn 
  arrowhead and it’s causing his bouts of rage—though he 
  doesn’t know it. Teachings, training, and being part of 
  Souljoined soothed his rage and brought calm. Within a day’s 
  chardalyn influence, Thugeo has started to show brief bouts 
  of that old rage, followed by guilt and self-loathing.
  What They Want. The chardalyn arrowhead is the first secret 
  Thugeo has ever kept from Souljoined and it’s only at 
  Rikuur’s insistence. Thugeo doesn’t want to let it go.
  What a Specimen! Thugeo is one of the clan’s best goat-ball 
  athletes. He’s physically impressive and incredibly friendly. 
  He’s the last of Souljoined to get the joke and sometimes 
  doesn’t at all. The other two never make him feel bad for 
  that and he often has no idea when he “doesn’t get it.”
   As they arrive, the characters see Thugeo loose a rage-
  filled yell at Grakal (or Nararhak if the party met with them 
  first), tuck a square object into their jerkin laying at the side 
  of the court, then hop onto the pillars and start running 
  mock plays on the goat-ball field.
   In the days prior to his murder, Rikuur frequently related 
  to Thugeo that he was going to leave the clan behind; that 
  “it” compelled him to do so. Thugeo wasn’t entirely sure 
  what “it” was. Now, Thugeo is fighting the chardalyn’s 
  urge to lose control of his rage and to take off into the 
  wilderness.
   Thugeo has Rikuur’s missing box (from the mantelpiece) 
  and issues a curt warning to characters who poke around 
  his possessions. If asked for the box, he clearly struggles 
  to part with it—something a successful DC 11 Wisdom 
  (Insight) check reveals; characters who are kind to him, or 
  (if time permits) win a quick bout of goat-ball against him, 
  more easily convince him to do so. If the characters don’t 
  think to ask about the box or seem reluctant to, Grakal (or 
  Nararhak) does so. In either case, Thugeo relinquishes 
  the box and the arrowhead within; the character who 
  takes possession of it gains the Chardalyn Arrowhead 
  story award.
  Not an Heirloom
  This chardalyn arrowhead isn’t an heirloom, it’s a corrupted 
  piece of crystal. Thugeo isn’t reluctant to give it up because 
  of its connection to Rikuur, but rather because the stone is 
  twisting him.
  Story Award: Chardalyn Arrowhead
  The character who retrieves the chardalyn 
  arrowhead earns this story award. A character 
  with this story award becomes rash in their 
  decision making and more irritable—listed as 
  a flaw on their character sheet. They also find the hand-
  carved arrowhead’s unusual property of lightly tugging 
  toward the mountains to the southeast—almost like a 
  lodestone pulls toward iron.
  The Chardalyn Arrowhead
  While its hold on those who possess it is weak and slow to 
  manifest, it’s still evident. The arrowhead is a small fragment 
  of a larger piece of chardalyn in Frostclaw’s lair—which it’s 
  drawn to, not unlike a lodestone is drawn to iron. As an 
  action, a character can use it like a compass, directing them 
  to the mountains southeast—guiding the characters toward 
  Frostclaw’s lair.
  Old Goat Still Has It
  As the conversation with Thugeo ends, two goliaths arrive 
  to inform the party that Old Goat wishes to speak with 
  them. Along the way, the guards let slip that the blizzard 
  has lifted, and the hunters found tracks heading into and 
  out of an outcrop of rocks near the hut. The outbound 
  tracks are fresher, which leads the hunters to believe 
  the thing that left the tracks waited to either watch or to 
  wait out the storm. Either way they definitely led toward 
  the mountains to the southeast (the same direction the 
  character with the arrowhead has felt it tugging toward) 
  before the weather erased them.
   As the party enters Old Goat’s area of the crag, they cut 
  short a heated argument about what to do next. Kaskur 
  is still seething over these deaths and, feeling helpless, is 
  lashing out at his leader. He thinks they should be out in 
  the wilderness looking for whoever did this.
   Old Goat disagrees, wanting to give the party the time it 
  needs. If the party misidentified the feather, Kaskur might 
  even suggest they prepare to attack the Akannathi goliaths 
  of Skytower Shelter, feeling betrayed as well—especially 
  considering the tracks initially lead in that general direction. 
  This only further exacerbates the argument with Old Goat 
  who, despite having no love lost for the Akannathi, has no 
  interest in fighting them, or their griffons.
   By now, the characters should be able to explain that 
  the murderer was after the arrowhead in the box and that 
  the arrowhead is drawing them toward the southeastern 
  mountains.
   Old Goat tells them to go, almost grateful the problem 
  isn’t internal. Kaskur is likely to stay on duty for the rest of 
  the night and not let anyone past him.
  Umm, What If?
  If the party couldn’t solve the mystery or convince Thugeo 
  to give up the stone, Souljoined comes to Old Goat and 
  tells her and the party what they think is happening:
  • That the stone is cursed! Thugeo is acting similarly to 
  how Rikuur did in the days leading to his death.
  • Who or what killed Rikuur may have been looking for 
  the vile thing: evil begets evil.
  • That the culprits likely aren’t the Akannathi goliaths, but 
  indeed someone or something else.
  • That the stone is drawing the holder toward the 
  mountains southeast.
  
  9
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Estimated Duration: 60 minutes
  Icewind Dale Wilderness
  Themes: Horror, mystery, being hunted.
   Old Goat has tasked the party with following the 
  chardalyn arrowhead in the hope they can bring the clan’s 
  tormentor to justice. This part pits the characters against 
  the dangers of Icewind Dale and concludes when they 
  discover the entrance to Frostclaw’s lair.
  Story Objective B
  Navigating the frozen wilds and using the chardalyn 
  arrowhead to locate Frostclaw’s lair is Story Objective B.
  Area Information
  Icewind Dale has the following features:
   Dimensions and Terrain. The wilds are wide and open. 
  Examples include: cliffside roadways, mountain ridges, and 
  open tundra.
   Weather and Temperature. Well below freezing. Heavy 
  snowfall and the windchill factor make it feel even colder.
   Light and Visibility. At best, the auroras streaking across 
  the sky or a rare sliver of sun breaking through the gloom 
  offer dim light. Otherwise, it’s completely dark.
  Lighting in Icewind Dale
  Unless otherwise noted, daytime hours provide dim light 
  outdoors, while nighttime hours are dark. The permanent 
  dusk of Auril’s curse makes the promise of sunlight a teasing 
  possibility, but the sun never breaks through.
   The Corrupted. Each creature in the following 
  adventures has been corrupted in some small way by 
  chardalyn. They’re the start of Feral-Tongue’s plans to 
  build an army, as seen in part 3. Replace antlers, claws, 
  and teeth with black, crystalline versions. These are 
  purely cosmetic changes but bring them to the attention of 
  the party.
   The Arrowhead. When the chardalyn arrowhead gets 
  close to the corrupted creatures—at the start of each of 
  these encounters—it begins to pull in all directions. After 
  the encounter, it starts to pull back to the cave in part 3. 
  This disruption also helps mask Frostclaw’s presence.
   My Mountain, My Rules. Frostclaw tracks the players 
  from Wyrmdoom Crag and beats them back to her lair 
  to set traps; this is her domain. She remains out of sight 
  and does things to affect the encounters if necessary. 
  Frostclaw’s meddlings occur on initiative count 20 (losing 
  ties). She’s never encountered directly; she’s here to create 
  that bump-in-the-night, creature-under-the-bed effect.
  Deadly Creatures, Not Game-Enders
  Frostclaw is malevolent and some fates are worse than death. 
  If all the characters are reduced to 0 hit points, Frostclaw 
  drags them back to her lair to play with later. They wake up in 
  part 3, sealed inside the eating pit (area D2) with the dwarf 
  body. Each character gains one level of exhaustion and 1 
  hit point. They can also spend up to two Hit Dice to regain 
  additional hit points.
  C. Encounter Eleganza 
  Extravaganza
  As the characters navigate the frozen wilds, they inevitably 
  come across something; while it’s a wide-open space, it 
  should be made to felt alive—as if it wants to kill them.
   Running this part of the adventure in an hour is likely to 
  need only one encounter, feel free to use more if you’d like 
  and if time permits. Alternatively, if there’s enough time 
  for a brief combat rather than a full encounter, random 
  encounters are provided in a table at the end.
  The Encounters
  Use your judgment as a DM and pick an encounter that best 
  fits your party and the mood, or let the dice decide for you. 
  (I’m partial to C3 Take My Breath Away and C5. Silver Tower
  C1. Special Delivery!
  A delivery of mead from Good Mead went missing a tenday 
  ago. The characters find its remnants partially buried in the 
  snow.
   Area Information. An overturned brewery cart with 
  “GooD MeaD MeaderY” stenciled on the side blocks this 
  cliffside road. The cart is large enough for three Medium 
  creatures to take cover in. Only one cask hasn’t exploded 
  from the cold: it’s frozen solid.
   Aurochs. One of the two aurochs that were pulling the 
  cart is still harnessed to it: frozen in place with a large 
  spike in its neck and a big bite taken out of it. Any character 
  who made a Medicine check on Rikuur’s body in part 
  1 notes similarities in the bite marks. A successful DC 
  13 Intelligence (Nature) check identifies the spike as a 
  manticore’s.
  Seeking the Lair
  Seeking the Lair
  2
  
  10
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   Weather. The wind imposes disadvantage on ranged 
  weapon attack rolls and Wisdom (Perception) checks that 
  rely on hearing. Further, the wind and snow extinguish 
  open flames, disperse fog, erase tracks in the snow, and 
  make flying by nonmagical means nearly impossible. A 
  creature flying in the wind must land at the end of its 
  turn or fall. During combat, at the end of their turn, any 
  creature concentrating on a spell in a blizzard must make 
  a successful DC 10 Constitution saving throw or lose 
  concentration.
   Creatures. Two manticores live on the cliff face and 
  have been growing concerned with the unusual weather. 
  They captured and polished off one of the aurochs over the 
  last tenday, then Frostclaw started consuming the other 
  one—firmly convincing the manticores to stay away. The 
  sight of fresh—not frozen—food is exciting! Even the high 
  winds aren’t enough to deter them, though it hinders their 
  movement.
   Frostclaw. If the characters notice the manticores and 
  try to hide, Frostclaw might attract them with noise. If 
  the characters hide in the cart for more than two rounds 
  Frostclaw creates a rockslide—upsetting the cart and 
  removing its cover.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Remove one manticore; and remove the 
  manticore’s Multiattack action.
  • Weak: Remove one manticore.
  • Strong: Add one manticore.
  • Very Strong: Add one manticore; the manticores have 102 
  hit points.
   Treasure. Scattered around the cart are handcrafted 
  ceramic mugs and a potion of healing.
  C2. Thinning the Herd
  The stone guides you through a pass, crossing ways with a 
  small herd of moose who are unlikely to take kindly to the 
  characters’ presence.
   Area Information. A small valley midst the mountains 
  forms a low tundra.
   Weather and Visibility. Still winds and heavy snow—one 
  can almost hear the flakes hit the ground. It’s difficult to see 
  beyond 60 feet.
   Terrain. The thick powdered snow is around 3-feet deep, 
  counting as difficult terrain. Small creatures may need to 
  use snowshoes or be carried.
   Crevasse. Sixty feet east of the path, the snow conceals 
  a deep crevasse. Characters who make a successful DC 
  13 Wisdom (Survival) check notice how the snow there 
  settles unusually. If a character with a passive Intelligence 
  (Investigation) or Wisdom (Survival) score of 13 or higher 
  gets within 10 feet, they realize the snow hides a crevasse. 
  A creature that steps on the snow must make a successful 
  DC 14 Dexterity saving throw or fall 20 feet into the 
  120-foot-deep hollow, landing on a ledge.
   Creatures. A territorial bull moose and four moose 
  (a giant elk and elks, respectively) gather 60 feet away, 
  stripping bark from the trees audacious enough to grow 
  here. They stand almost as tall as a goliath, with long legs 
  built for navigating powder snow and ignoring difficult 
  terrain. These majestic creatures have a humped back, 
  a goatlike chin beard, and large, disklike antlers with 
  some points on the edges. They aren’t to be trifled with—
  especially in a herd. However, food is scarce in Wyrmdoom 
  Crag and the goliaths would be thankful for their meat.
  
  11
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   Whether the party decides to hunt the moose or 
  Frostclaw spooks them, the moose charge in the direction 
  of the party, putting the characters between a crevasse and 
  their antlers.
   Frostclaw. If the party goes to investigate the snow or 
  tries to sneak past the moose, Frostclaw spooks the herd, 
  sending it thundering toward the characters.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Remove one giant elk and one elk.
  • Weak: Replace one giant elk with one elk.
  • Strong: Add one giant elk.
  • Very Strong: Add one giant elk; creatures knocked prone by 
  its Charge are also pushed 10 feet.
   Treasure. On a ledge 20 feet down the crevasse, a frozen 
  dwarf corpse wearing leathers emblazoned with the “GooD 
  MeaD MeaderY” crest is partially buried by snow—their 
  legs clearly broken. The dwarf has a pouch with a handful 
  of coins and a clay flask full of light, sweet mead hanging 
  from their belt.
  C3. Take My Breath Away
  Stone markers are used by goliath clans throughout 
  Icewind Dale to mark different spots for various reasons. 
  Some are warnings, others navigation markers; this one 
  marks good winter hunting grounds.
   Area Information. A respite from the snow and a 
  rare break in the clouds lets the characters glimpse the 
  auroras weaving across the sky. A path in the snow leads 
  through a 40-foot-square area of low shrubs and a handful 
  of boulders the size of a grown goliath, with a few sparse 
  evergreen trees growing among them. Dancing in the air 
  amidst the frozen greenery, the characters see a twinkling 
  light. Dashed atop one of the boulders is a wagon with 
  “GooD MeaD MeaderY” stenciled on the side is—its load of 
  reusable bee skeps lay scattered on the ground.
   Creatures. An air elemental is playing in the grove with 
  its bee friends—the frozen bees are very dead, and the 
  twinkling light is the auroras reflecting off an interesting 
  piece of metal it found earlier. The elemental and the 
  frozen bees from the skeps dance and flit around 
  in the wind. It’s having the time of its life. If the 
  characters attack, or the elemental notices 
  them passing by, it drops its boring old toys 
  (creating a short-lived rain of bees) to play with 
  these exciting new ones.
  SKEP-tical
  Skeps are medieval beehives, oblong wicker domes that look 
  like Winnie-the-Pooh beehives. Most skeps must be destroyed 
  to retrieve the honey. These ones appear to be an innovation 
  that allows beekeepers to lift out different sections to retrieve 
  the honey.
  I BEE-lieve In You
  First impressions are likely to be of a swarm. Let the players 
  stew it over—insects in arctic conditions? If an attack deals 
  fire damage to the “swarm,” have the charred bees remain in 
  the swarm just to add to the bizarre factor.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Replace one air elemental with two chardalyn 
  mephits.
  • Weak: Replace one air elemental with one air weird.
  • Strong: No changes.
  • Very Strong: Add one air weird.
   Treasure. A scroll case half-buried in the snow contains 
  a spell scroll of lesser restoration.
  C4. Here Kitty, Kitty
  The chardalyn arrowhead leads the party to an old ruin—
  and beyond.
   Area Information. The structure’s remaining walls lie 
  at a 45-degree angle to the ground. They’re quite old—a 
  successful DC 15 Intelligence (History) check suggests 
  they’re likely Netherese in origin—perhaps a place of 
  worship based on the beautiful ornate craftsmanship. 
  Inside, three stone sarcophagi rest against the far wall. 
  A large snowdrift has formed through what used to be a 
  window.
   Creatures. Two saber-toothed tigers are playing in the 
  ruins of an ancient Netherese building, using the head of 
  an unfortunate traveler as a ball. The cats aren’t likely to 
  take an interest at first, as long as the party stays back. 
  Once the party has examined the sarcophagi, the “ball” 
  rolls to their feet. At which point, the cats are likely to 
  become very interested in the party.
   Frostclaw. While the characters explore, Frostclaw uses 
  her Icy Breath to freeze the area around the entrance of the 
  ruin. The area counts as difficult terrain, and creatures that 
  enter the area must make a successful DC 15 Dexterity 
  saving throw or fall prone, ending their movement.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Remove one saber-toothed tiger.
  • Weak: The saber-toothed tigers only have 37 hit points.
  • Strong: Add one saber-toothed tiger.
  • Very Strong: Add two saber-toothed tigers.
   Treasure. Two sarcophagi are empty, the third has a 
  few slender, rectangular grave coins of silver and copper 
  resting at the bottom—each about a half inch wide and two 
  inches long.
  C5. Silver Tower
  This ruin was a wizard’s tower before it became a silver 
  dragon lair. Its previous occupant planned to guide the 
  folk of Ten-Towns—until Frostclaw found the young 
  silver dragon and destroyed it and their few remaining 
  unhatched eggs.
  
  12
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   Area Information. The snow swirls and clears for a 
  moment to show a stone-set opening that looks melted into 
  the surrounding mountainside. Beyond the jagged, 10-foot-
  wide entrance, the first chamber is quite large, measuring 
  60 feet high, 60 feet wide, and 80 feet deep. The chamber’s 
  rear walls are broken, and five tunnels exit in different 
  directions.
   Immediately beyond the entrance sits the long-frozen 
  corpse of a remorhaz—rearing back as if to attack. A 
  successful DC 10 Wisdom (Insight) check suggests it was 
  placed here to scare off trespassers.
  BOO! Bet I Scared You, HA-HA!!!
  Feel free to describe this as if the remorhaz is mid-lunge, 
  especially if the party or a scout is sneaking in. If they attack 
  it, let them go into initiative for a round or two before they 
  realize it’s a frozen corpse.
   The ruins are quite old—a successful DC 15 Intelligence 
  (History) check suggests it’s likely Netherese in origin. If 
  the check succeeds by 5 or more, the character realizes it’s 
  a former tower now sunk and fused into the mountain.
   The tunnels are made from packed snow and ice and 
  count as difficult terrain. The walls glitter like diamonds 
  under any light source and the ice is so clean it casts 
  reflections. Any creature taller than 5 feet feels cramped, 
  though they can still move around. All tunnels move in a 
  serpentine manner in three dimensions through the ice.
  Tunnels 1 and 3. These tunnels lead back to each other, 
  narrowing in the middle. Medium creatures that squeeze 
  through the middle must make a successful DC 11 
  Strength (Athletics) check or gain one level of exhaustion 
  struggling to get out.
  Tunnel 2. This tunnel leads down an old set of stairs to 
  another room, which has been converted into a roost—
  complete with a clutch of shattered eggs. A successful 
  DC 13 Intelligence (Nature) check determines three 
  hatched and four were destroyed or eaten. A successful 
  DC 12 Intelligence (Investigation) check determines 
  that there were originally eight eggs. If the check 
  succeeds by 5 or more, they find the unhatched egg that 
  survived destruction. The dragon egg is a smooth ovoid 
  whose shell resembles silver-streaked ice. It’s unlikely 
  the egg will ever hatch; however, one character can keep 
  it as a trinket.
  Tunnel 4. This tunnel leads down into the hoard area. This 
  cavern would’ve been filled with treasure, but it’s been 
  cleared out. A successful DC 13 Wisdom (Perception) 
  check finds something overlooked when it was cleaned 
  out. If the check succeeds by 5 or more, they also 
  discover a silver scale. See “Treasure,” below.
  Tunnel 5. This tunnel leads up and out the back of the lair. 
  On a ledge, the characters find the carcass of a young 
  silver dragon covered with large beak gouges and claw 
  marks. A successful DC 13 Intelligence (Nature) or 
  Wisdom (Medicine) check confirms the gouges match 
  those on Rikuur’s body. The arrowhead pulls further into 
  the mountains.
   Creatures. There are two silver dragon wyrmlings 
  hiding in the lair discussing what to do now their parent is 
  dead. One wants to continue their parent’s work from here. 
  The other wants to relocate after seeing to their parent’s 
  funeral arrangements.
   The silver dragon wyrmlings hide from the characters 
  and observe when they approach the young silver dragon’s 
  body. If the party desecrates the body, the wyrmlings 
  threaten them or even attack. Characters fluent in 
  Draconic can communicate with the wyrmlings. Good-
  aligned creatures have advantage on Charisma checks 
  when dealing with the wyrmlings. Conversely, evil-aligned 
  creatures have disadvantage instead. The wyrmlings have 
  no interest in fighting and want to carry on with their 
  parents’ original goal.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak or Weak: Remove one silver dragon wyrmling.
  • Strong: No changes.
  • Very Strong: Add one silver dragon wyrmling.
   Treasure. While the hoard has been picked over by 
  robbers or dragonkin, the characters can find winter-
  themed trinkets such as an intricately carved walrus tusk. 
  Roll once on the Icewind Dale Trinkets table in Icewind 
  Dale: Rime of the Frostmaiden.
  Random Encounters
  In addition to the encounters above, you can roll on the 
  table below and incorporate the indicated monsters into a 
  setting of your choice—useful if there isn’t enough time for 
  one of the encounters detailed above.
  Icewind Dale Random Encounters
  d6
  Encounter
  1
  A saber-toothed tiger.
  2
  Two elks.
  3
  A small caravan of five dwarf and human commoners 
  lost in the wilds. They have smoked fish and dried 
  fruits and berries to trade with the goliath clans and 
  Ten-Towns. They speak of a monster in the dark 
  hunting them.
  4
  A manticore.
  5
  An air weird.
  6
  A mauled yeti carcass, torn apart and feasted on by 
  something big.
  Frostclaw’s Den entrance
  Roots of a dead tree casually drape over the entrance to an 
  opening into the rockface. There’s a layer of dead leaves 
  placed at the entrance.
  
  13
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Estimated Duration: 60 minutes
  Maison de Frostclaw
  Themes: Creepy, morbid, isolation.
   In this part, the characters enter and explore Frostclaw’s 
  lair—an icy cave consisting of four chambers. The owlbear 
  has decorated her lair with cave paintings of herself 
  and Feral-Tongue (depicted as a goliath with a black 
  staff creating and commanding a vast host of animals) 
  descending on Ten-Towns to slaughter the residents.
  Story Objective C
  Learning Feral-Tongue’s plans is Story Objective C.
  Area Information
  Frostclaw’s lair (see appendix A) has the following features:
   Dimensions and Terrain. The roots of a dead tree drape 
  over an entrance surrounded by rotting leaf mold. The 
  ceilings range from 5 to 15 feet in height. The walls of 
  the lair are a patchwork of ice, stone, and dirt. The ceiling 
  is struck through with veins of chardalyn—allowing the 
  mephits within to lay undetected.
   Weather and Temperature. The interior is clear of wind, 
  yet still frigid and dangerous without winter clothes.
   Light. Darkness.
   Sounds. The irregular sound of wind outside and ice 
  moving and shifting in the cave.
  Creature Information
  Frostclaw makes her home in a cave bear’s former den. 
  Frostclaw ate well the night she claimed this place. The 
  chardalyn mephits living in the cave with Frostclaw 
  stay hidden until the party tries to remove the chardalyn 
  fragment.
   The mephits have been helping Frostclaw build the traps 
  in the cave. They really enjoy the sheer cruelty of her. The 
  mephits giggle and laugh as the characters come close to 
  setting off the traps. They also sigh with disappointment if 
  the party finds the traps. All these sound the same as ice 
  shifting and cracking.
  Why Wait? Do It Now!
  Because you want the element of fear and suspense to 
  be prevalent, consider pre-rolling a few sets of initiative 
  scores—using one for an encounter in part 3 and the start of 
  part 4. This allows you to slip into initiative without breaking 
  immersion and possibly killing the mood.
  D1. Entrance
  Tree roots have created a 5-foot-wide opening into the 
  ground. This opening is surrounded by leaf mold—these 
  out-of-place leaves in the snow are there to make noise 
  when someone enters the cave. The terrain grants 
  disadvantage on Dexterity (Stealth) checks. A character 
  who makes a successful DC 11 Intelligence (Nature) check 
  infers this is likely a bear den. Just past the cavern mouth, 
  the ground slopes down at a 30-degree angle for 10 feet. 
  The leaves and the slope make the cavern entrance difficult 
  terrain.
  Water You Doing?
  There’s a simple, yet cunning, trap just past the tree roots at 
  the entrance. A simple trip wire made from dried intestines 
  tied to a bucket of water perched precariously on the roots 
  above. A character who makes a successful DC 15 Wisdom 
  (Perception) check notices the trip wire and the attached 
  bucket, which is then easily avoided. The first creature 
  to trigger the trap upsets the bucket and gets soaked in 
  frigid water. Unless the character is able to dry off within 
  the next 10 minutes, they must make a successful DC 15 
  Constitution saving throw or gain one level of exhaustion.
   This still-liquid water trap should alert the party to two 
  things: one—whoever they’re tracking is ready for them, 
  and two—they’re either still here or were until recently.
  Rudimentary, Yet Evil
  There’s a second trap at the entrance: a chute that deposits 
  the character in area D2. Eating Pit. A second successful 
  DC 17 Wisdom (Perception) check is required to find 
  this trap on the way in or a successful DC 13 Wisdom 
  (Perception) check is required to find this trap on the way 
  out. It has a one-way trigger designed to catch a creature 
  rushing out the cave, not one walking in. This pit trap 
  is filled with icy shards angled to cut up leathers and 
  footwear. If a character slides or climbs down the chute, 
  their speed is reduced by 10 feet unless they have a change 
  of clothes. The characters can deactivate the trap by 
  tripping it and climbing around it without penalty.
  D2. Eating Pit
  Frostclaw usually brings her prey here to consume. It’s a 
  harrowing place of bones, blood, and stone.
  Area Information
  The area has the following features:
   Dimensions and Terrain. The ceiling of this 50-foot-
  wide circular room is 5 feet high and tapers down like an 
  inverse dome to meet the outer edge of an icy ring. The ring 
  is between 10 and 15 feet wide, surrounding uneven snow 
  Awakened Darkness
  Awakened Darkness
  3
  
  14
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  filling the center of the room. 5-foot-wide, nearly circular 
  openings set into the east and south walls lead to the roost 
  (area D3) and the trophy room (area D4), respectively. The 
  ring around the room is slippery without clawed paws, and 
  the snow in the center of the room conceals a pit trap.
   Icy Ring. Moving along the 3-foot-high ring requires 
  Medium or larger characters to crawl. Characters wearing 
  heavy armor must make a successful DC 10 Strength 
  saving throw or slide into the center.
   Pit Trap. In the center of the room is a 20-foot-deep pit 
  trap that the chardalyn mephits have gleefully concealed. 
  A character who steps on the snow falls into the pit. A 
  successful DC 11 Strength (Athletics) check is required 
  to climb out the pit, made with disadvantage due to the 
  ice coating the walls. The bottom of the pit is littered with 
  bones, body parts, and bits of berries and bark. The most 
  prominent thing is the frozen, partially eaten dwarf corpse. 
  A character with a passive Wisdom (Perception) score of 
  13 or higher notices something off about the snow and ice 
  center of the room. A physical testing or a successful DC 
  13 Intelligence (Investigation) check confirms the covering 
  is thin and will collapse if weight is put on it.
   Corpse. The dwarf’s face and the top of its head have 
  large beak gouges, and its chest cavity has been cracked 
  opened. The crest of “GooD MeaD MeaderY” is still visible 
  on the dwarf’s clothing. Looks like this merchant won’t be 
  making their delivery. The dwarf is wearing a sturdy set of 
  boots along with coin pouches. If the pit trap collapses, it 
  doesn’t cover the corpse, the body remains discoverable.
  Creature Information
  When the corpse is disturbed, a mass of carnivorous 
  caterpillars (a swarm of centipedes) emerges in a 
  grotesque display and attacks the creature nearest the 
  corpse.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak or Weak: The swarm of centipedes retreats into 
  the snow after two rounds.
  • Strong or Very Strong: Add one swarm of centipedes which 
  gains surprise at the start of combat.
  Treasure
  The characters find a set of boots of striding and springing 
  and various gold and silver coins on the dwarf’s body. At 
  first glance, the boots appear to be normal, if a bit worn. On 
  closer inspection, the boots are designed that way. Clever 
  gears and springs are embedded into the soles—likely the 
  handiwork of gnomes.
  D3. Roost
  The roost is east of the eating room.
   Dimensions and Terrain. This 10-foot-high triangular 
  room, 20 feet on a side, holds a large ground bird’s nest 
  made of bones and sizable branches—whatever lives here 
  is a large creature. The nest lies opposite the western 
  entrance and takes up most of the room to the eastern 
  point at “the back.” The nest is messy with large white 
  feathers and a half-eaten goliath leg—too chewed on to 
  identify who it belongs to.
   Now That’s a Complex. On the walls above the nest 
  rough art is etched in the same style as the wall art in the 
  trophy room (area D4).
   The wall art portrays a large snowy owlbear stood on 
  their hind legs in a regal, front-facing pose. Behind the 
  owlbear is a large, skull-headed goliath bearing twisted 
  antlers and wearing a cloak. The goliath looks to be 
  embracing the owlbear from behind.
  
  15
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
   A successful DC 14 Wisdom (Insight) or DC 13 
  Intelligence (Religion) check, made with advantage if the 
  character is proficient with painter’s supplies, suggests 
  that the skull-headed goliath is in a protectorate and 
  empowering position behind the owlbear—as one would be 
  positioned behind an heir.
  Such Jerks
  If the party enters this room before the trophy room, the 
  mephits do their best to scare the characters by mimicking 
  an owlbear shrieking.
  D4. Trophy Room
  Frostclaw has been doing her best to track what’s 
  happened to her since she awakened. She’s taken to 
  etching or cave painting the major events of her life. 
  She’s also been keeping mementos—items that catch her 
  attention or reminders of successful missions, much like a 
  magpie.
  Area Information
  This area has the following features:
   Dimensions and Terrain. This room is the largest 
  within the lair; a natural cave carved by eons of erosion. 
  The ceilings stretch 15 feet above this irregularly shaped, 
  40-by-40-foot chamber, the walls of which are covered in 
  etchings and cave paintings. The room is also filled with 
  a handful of small stands made from rock and ice that 
  display different trinkets.
   Paintings. Each wall in the chamber displays etchings 
  and cave paintings (see appendix B). A creature that 
  investigates the paintings and makes a successful DC 11 
  Wisdom (Insight) check feels an aura of omnipotence or 
  the imperious attitude of an emperor attributed to the art. 
  If the check succeeds by 5 or more, the character also 
  deduces that the owlbear reveres the goliath as a deity.
  • The north wall bears cave art of green trees and a cave 
  opening with steam coming from it. Next to a tent, a 
  cloaked and hooded goliath holding a staff touches a 
  meek looking owlbear on the forehead.
  • The images on the south wall portray the same owlbear 
  transforming from a weak, pitiful creature to one of 
  power—twice as large and healthy, with stunningly 
  white feathers and fur and with a large, jagged, black 
  beak. Above this new creature, in Giant runes (the same 
  type the characters have seen before), is written the 
  name “Frostclaw.”
  • On the east wall, the goliath stands before a vast host of 
  creatures—converting each in turn as he did Frostclaw. 
  As before, each becomes strong and powerful, 
  yet twisted.
  • The image on the west wall covers the whole wall, and 
  the skull-headed goliath, their staff now topped with a 
  large stone, commands a vast host of mutated animals 
  descending on Ten-Towns’ residents. There are different 
  scenes of the animals; flooding into towns, breaking 
  down doors, using fire to burn, attacking goliaths in 
  caves, ripping humanoids limb from limb, heads without 
  bodies, limbs used as toys, mutated beasts playing in 
  entrails. The beast army is led by Frostclaw.
   Stands. These stands are made of rock and ice and hold 
  a variety of baubles and trinkets, including some from the 
  encounters in part 2. One also has a goliath’s arm on it. 
  A successful DC 10 Wisdom (Medicine) or Intelligence 
  (Investigation) check identifies the arm as Rikuur’s by the 
  matching tattoos.
   The Wall Fragment. The chardalyn arrowhead is drawn 
  to the large chardalyn fragment embedded deeply in the 
  wall, where it forms the top of the goliath’s staff in the west 
  and final image. As the two pieces come together, they 
  almost vibrate.
  Creature Information
  If the characters try to dislodge the chardalyn fragment, five 
  chardalyn mephits interrupt, dropping from the ceiling to 
  attack. When the mephits drop they appear as large icicles.
   These mephits are particularly cruel. They know they 
  explode when they die, so they do everything they can to 
  swarm the characters and stay as close as possible. The 
  mephits fight to the death while making owlbear noises 
  and mocking screams the whole time.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Remove four chardalyn mephits.
  • Weak: Remove two chardalyn mephits.
  • Strong or Very Strong: Add three swarms of centipedes. On 
  initiative count 20 (losing ties), chunks of ceiling ice fall on 
  a random character who must make a successful DC 12 
  Dexterity saving or take 5 (2d4) bludgeoning damage and 5 
  (1d10) cold damage.
   If the party takes the fragment before exploring the roost 
  (area D3) the mephits wait until the party return to the 
  eating pit (area D2) before attacking.
  Treasure
  The stands contain enough trinkets for each player to claim 
  one if they wish. Roll on the trinkets table in the Player’s 
  Handbook or the Icewind Dale Trinkets table in Icewind 
  Dale: Rime of the Frostmaiden.
  Development
  The characters have learned the murderer was the snowy 
  owlbear, Frostclaw. They’ve also seen the pictographs on 
  the wall and know Frostclaw expects the skull-headed 
  goliath to give her an army of twisted beasts to lead in a 
  slaughter of the humanoids living in Icewind Dale.
   Now they need to return to the Thuunlakalaga clan to 
  put this murder to rest and to warn Old Goat about what 
  they’ve learned.
  Keep That Tension
  The break from part 3 to part 4 is difficult. Part 3 ends with 
  a mephit fight, part 4 begins with mephits swarming the 
  players forcing an escape.
   Whether you’re playing this in one sitting, or you’re splitting 
  these sections up into their own one-hour sessions, judge 
  how much time you have left and adjust part 4 accordingly.
   Either way, parts 3 and 4 tend to flow together. By watching 
  your pacing, you won’t be done too fast or need to drag 
  things out to fill time.
  
  16
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Estimated Duration: 60 minutes
  Icewind Dale Wilderness
  Themes: Fear, thrill, escape.
   In the depths of Frostclaw’s lair, the characters find 
  another shard of corrupted chardalyn from Feral-Tongue’s 
  staff embedded in the wall. The shard can be removed with 
  a little excavation work on the surrounding ice. As soon 
  as it’s removed, the party are beset by arctic beasts and 
  chardalyn mephits. A chase through the wilderness back to 
  Wyrmdoom Crag ensues only to reach a climatic end with a 
  hungry remorhaz.
  Area Information
  The monsters chase the party from the den through 
  mountainsides, cliffs, crevasses, down the tundra, all the 
  way back to the Crag. During the chase, try to incorporate 
  some of the areas the party passed on the way to 
  Frostclaw’s den.
   Weather and Terrain. Outdoors—fast moving chase.
   Temperature. Well below freezing. Heavy snowfall or 
  wind as the table instructs.
   Light. Darkness, unless specified.
   Sounds. Echoing sounds of ice cracking and snapping 
  as the mephits excitedly chatter back and forth about the 
  torment they’re about to inflict.
  Story Objective D
  Escaping before being captured is Story Objective D.
  You Don’t Scare M— 
  Run, RUN!!
  With the fight from part 3 over, the characters can finish 
  removing the fragment from the wall.
   Released Fragment. When this fragment is removed 
  from the wall, a blast of energy engulfs all characters in 
  the room. This energy grants each character their choice 
  of either the benefits of a short rest or removes one level of 
  exhaustion, to a minimum of 1.
   The chardalyn mephits have been living their best life 
  in Frostclaw’s cave helping her set traps and play with 
  her food before she consumes it—play often being torture. 
  With no one to pester them and an endless supply of 
  nefarious entertainment, the arrangement works well for 
  both parties.
  P-P-Paranoid
  If you’ve been playing up the chardalyn arrowhead thus far, 
  the characters should be growing paranoid about becoming 
  corrupted like the other characters who possessed the 
  arrowhead were. As the DM, your biggest power now is to 
  smile and simply ask, “That’s a good question. Are you?” 
  Don’t give them much time to think about it though because 
  . . . [see below].
  Creature Information
  When the fragment is released or the party decides to 
  leave it behind, four chardalyn mephits drop from the 
  cave ceiling or crack and peel off the icy walls of whichever 
  room the characters were in at the end of part 3. With the 
  same cracking sounds coming from the other rooms, it 
  quickly becomes apparent the den is overflowing with the 
  creatures.
   This time, the mephits attack ruthlessly; playtime is over. 
  The party will likely stand their ground for a few rounds. 
  Whether the party is holding its own or not, add three or 
  more mephits at the end of every round. Eventually, the 
  party should realize flight is their best option—if they don’t, 
  suggest it. As the characters flee, they may encounter the 
  trap designed to catch creatures leaving the den in area D1, 
  if they haven’t already.
  Don’t Punish
  Remember, you aren’t trying to punish them for running, 
  you want it to be their best option. The mephits are cruel. If 
  necessary, have them swarm and fight with each other over 
  something trivial giving the players a chance to run without 
  incurring attacks of opportunity.
  Breaking out of the cave and into the ever night, dozens 
  of eyes gleam in the aurora’s light. New recruits to 
  Frostclaw’s corrupted army join the mephits in the chase!
  Beginning the Chase
  The mephits simply number too many for the characters to 
  defeat—it also doesn’t help that they explode. Use the chase 
  rules in chapter 8 of the Dungeon Master’s Guide. Once out 
  of the den, the characters begin the chase 60 feet ahead 
  Vile Guardians
  Vile Guardians
  4
  
  17
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  of the mephits (who only use the Dash action). At the start 
  of their turn, each character rolls on the table below. The 
  specified ability checks are just suggestions; work with the 
  characters if they want to do something else, and reward 
  creativity accordingly.
  Chase Complications Table
  d20
  Complication
  1
  You step through a thin sheet of ice into a creek 
  of frigid water. You must make a successful DC 
  10 Constitution saving throw or take 5 (2d4) cold 
  damage.
  2
  You’re caught in a stampede of corrupted moose. 
  You must make a successful DC 10 Dexterity 
  saving throw or be knocked prone and take 5 (2d4) 
  bludgeoning damage and 2 (1d4) piercing damage.
  3
  You run through a cluster of tree branches, which 
  strike your face (+3 to hit), dealing 2 (1d4) piercing 
  damage on a hit.
  4
  A crevasse blocks your path. You must make a 
  successful DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check to cross the impediment. On a 
  failure, moving around the impediment counts as 
  difficult terrain.
  5
  A storm blows in, coating everything in hoar frost. 
  You must make a DC 10 Constitution saving throw 
  as the ice accumulates on you. On a failed save, you 
  take 3 (1d6) cold damage, and your speed is halved 
  until the end of your next turn.
  6
  You dive through a copse of trees and bushes. The 
  area counts as difficult terrain. You must make a 
  DC 10 Dexterity saving throw to avoid ice-laden 
  branches. On a failed save, you take 3 (1d6) 
  bludgeoning damage.
  7
  You slip and fall into a creek. You must make a 
  successful DC 10 Constitution saving throw or gain 
  one level of exhaustion.
  8
  Powder snow threatens to slow your progress. Make 
  a DC 10 Dexterity (Acrobatics) check to navigate 
  the area. On a failed check, the ground counts as 
  difficult terrain until the end of your next turn.
  9
  The wind drives into you, slowing you down. You 
  must make a successful DC 13 Strength saving 
  throw or your speed is halved until the end of your 
  next turn.
  10
  A griffon rider from the Akannathi goliaths of 
  Skytower Shelter sees you and starts driving you 
  back toward the mephits. You must make a DC 13 
  Strength or Intelligence saving throw to either hold 
  your ground or find a clever place to hide. On a 
  failed save, you’re dragged back 60 feet.
  11–20
  No complication.
  Ending the Chase
  This chase ends when the majority of the characters are 
  either defeated or start their turn more than 100 feet away 
  from the mephits.
  Fast-paced, Not a Slog
  The party should feel stressed and overwhelmed until they 
  get back to the cave and fight the remorhaz. That said, if the 
  chase would slow things down, or just doesn’t feel right, skip 
  it. Just make sure you keep the urgency of getting away from 
  the flood of mephits. Perhaps have the chase be short—a 
  round or two. Perhaps have it end with the remorhaz bursting 
  from the ground and being sufficiently distracted by the 
  mephits for the party to get away.
  Poor Way to Go
  If by some horrible dice rolls, the party falls to the mephits 
  and you still have time, the characters each wake up to 
  helpful goliaths administering a potion of healing to them or 
  dragging them back to Wyrmdoom Crag.
  
  18
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  We’re So Close
  As the party draw close to Wyrmdoom Crag, read:
  Light from the crag fires glows welcomingly through 
  the gloom. Silhouettes of the Thuunlakalaga clan take 
  shape. They’re waving frantically and shouting. Too 
  late, it becomes clear they were warning you. There’s a 
  rumble followed by a burst of snow from the ground, and 
  a screech as a hungry remorhaz surfaces, crushing any 
  chardalyn mephits that had managed to keep up.
  Creature Information
  As the chase ends back at the camp a hungry young 
  remorhaz ambushes the party from beneath the snow.
  Adjusting This Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These aren’t cumulative:
  • Very Weak: Replace one young remorhaz with one ankheg.
  • Weak: Replace one young remorhaz with one ankheg that 
  has a Multiattack action allowing it to make two Bite attacks.
  • Strong: The young remorhaz has 143 hit points.
  • Very Strong: Add one ankheg.
   If the party is holding their own, the clan stays behind, 
  they’re only here to step in if absolutely needed.
  Goliath Ex Machina
  If time is running short, or the players really need a hand, 
  have the goliaths shoot arrows or throw javelins from the cave 
  entrance on initiative count 20 (losing ties). This could count 
  as taking the Help action to aid one or two of the characters or 
  be ranged weapon attacks (+4 to hit), dealing 4 (1d8) piercing 
  damage on a hit. Don’t rob the players though! If they’re close 
  to slaying the remorhaz or if they need a win, let them have it 
  without the assist. Keep the remorhaz around for long enough 
  to be dangerous then have a player make the kill shot.
  Wrap-Up: Home Again
  Exhausted yet safe, the party has made it back to 
  Wyrmdoom Crag. Old Goat is grateful for helping the clan 
  again and letting them know about the danger Frostclaw 
  and some Feral-Tongue’s plans present.
   Defeating the remorhaz provides the clan with food for 
  several days—something for which even Kaskur is grateful. 
  Besides, removing that creature from the ecosystem is 
  likely to improve hunting as well.
  Treasure
  The clan is so happy with party both solving the murders 
  and defeating the remorhaz that the clan smith, Wayani 
  Highhunter, offers to incorporate material salvaged from 
  the remorhaz into weapons or suits of armor that the 
  characters possess (though metal armor modified in this 
  way is still made of metal). Examples of this can be found 
  on the Who Created It or Was Intended to Use It? tables in 
  chapter 7 of the Dungeon Master’s Guide.
  Rewards
  At the end of the session, everyone receives rewards based 
  upon their accomplishments:
  Player Rewards
  The players earn the following rewards:
  Advancement
  A character participating in this adventure gains one level.
  Optional: Declining Advancement
  Each player can decline advancement if they so choose; 
  this has its benefits. It’s possible for a character to advance 
  outside an adventure’s level range, meaning they’d be 
  unable to play an adventure as planned. Similarly, advancing 
  too quickly means a character won’t earn as much gold as 
  their peers.
   Conversely, remind them that the amount of gold their 
  characters can earn per level is limited; characters declining 
  advancement might reach a point where they no longer 
  earn gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold you can award a 
  character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Items
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  handout 1:
  • Boots of striding and springing
  • Potion of healing
  • Spell scroll of lesser restoration
  Story Awards
  The characters may earn the following story award; 
  described in handout 1:
  Chardalyn Arrowhead
  Dungeon Master Rewards
  For running this adventure, you earn a DM Reward. See 
  the Adventurers League Dungeon Master’s Guide for more 
  information.
  
  19
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Dramatis Personae
  The following NPCs feature prominently in this adventure:
  Grakal (GRACK-uhl) Dawnbearer 
  Thuunlakalaga
  So named due to the colors of their hides and clothes, worn 
  to look like a sunrise, with a personality to match. Grakal 
  is softly spoken despite their extremely loud appearance. 
  However, Grakal is easily the funniest and most joyous of 
  Souljoined. Their ability to respond with snide remarks is 
  unparalleled, but it’s generally only heard by the other two 
  resulting in “random” fits of laughter.
   Grakal’s prize possession is a large blanket with different 
  tales of the goliaths’ culture woven into a beautiful 
  pictography. Throughout, trinkets and baubles from other 
  cultures are woven in. Grakal often tries to incorporate 
  their love of goliath cultures, other cultures, and color into 
  their outward appearance. Some see it as ostentatious; 
  Grakal knows it allows others to lower their guard around 
  them so they can teach with less resistance.
  What They Want. To never lose the family unit they’re in. 
  Grakal would give their life for the other two Souljoined 
  and can’t imagine a world without them.
  Not Enough Flair. Grakal loves going to Good Mead and 
  interacting with Ten-Towns. Grakal has a weak spot for 
  the food and flashy items from other cultures.
  Kaskur (KASS-kerr) Spearsong 
  Thuunlakalaga
  This headstrong and impetuous goliath leads the clan’s 
  hunters. He’s grown angry and frustrated at the lack 
  of game in the area, and he resents Old Goat’s “poor 
  leadership” for a lack of solutions. He wields a longbow 
  taller than most humans and claims he once felled an elk 
  from a half mile away. He wears little in the way of clothing, 
  even in the driving wind—a feat that’s earned him the 
  respect of his fellow hunters.
  What They Want. Kaskur has grown tired of Old Goat’s 
  personal fears preventing an alliance with the goliaths of 
  Skytower Shelter. He views her as weak and her ideas as 
  outdated, especially when Kugan Windwhisper (Feral-
  Tongue)—who Kaskur views as being even weaker than 
  Old Goat—is involved. He wants to usurp control of the 
  clan for himself.
  Words Are Wasted Wind. Kaskur doesn’t have a 
  negotiator’s tongue; he’s terse and speaks his mind 
  without hesitation. Despite this, he’s experienced and 
  knows the area better than any of his peers.
  Nararhak (na-RUHR-uck) Tree-
  Eye Thuunlakalaga
  Nararhak was orphaned at birth amidst a raid from another 
  clan. Though spared, the violent circumstances of their birth 
  damaged Nararhak’s left leg, leaving them slow and clumsy 
  when without a crutch. Rikuur Hideminder took the child in 
  and raised them in the ways of storytelling and nature.
   When not with Souljoined, Nararhak tends to be very 
  apprehensive and cautious in their interactions having 
  suffered a great deal of bullying in the past. They’re wary of 
  outright strangers.
   The name “Tree-Eye” comes from Nararhak’s 
  heterochromatic eyes, their right is a brown, barky color and 
  the left is the color of deep-green leaves. Nararhak is always 
  chewing on something. If they start speaking while overly 
  excited, small bits of spittle tend to spray from their mouth.
  What They Want. To know more. Nararhak is always 
  ready to hear another tale or read another story or learn 
  another language. When sharing the stories and history 
  of the clan, few hold up to Nararhak’s narrations.
  Brains of the Operation. Few in the clan now know 
  more about the different flora, fauna, and sacred places 
  than Nararhak does. Even Old Goat seeks advice from 
  Nararhak from time to time.
  Ogolai (oh-GOH-lie) Orcsplitter 
  “Old Goat” Thuunlakalaga
  The chieftain of the Thuunlakalaga goliaths is an elderly 
  goliath with a heavily scarred face. She dresses plainly 
  in goat hide clothing and carries an immense greataxe 
  fashioned from white dragon bone. She has a crippling 
  fear of griffons stemming from a childhood trauma that’s 
  created tensions between her clan and the Akannathi 
  goliaths of Skytower Shelter (see Icewind Dale: Rime of 
  the Frostmaiden).
  What They Want. Old Goat’s first priority is the safety and 
  prosperity of her clan—especially in these unusual and 
  trying times. She’s quick to stymie dissent, particularly 
  from Kaskur Spearsong. She fears his disagreements 
  will turn violent but does everything within her power to 
  delay this apparent inevitability for as long as possible.
  Done It, Seen It; but the End Is Nigh. Old Goat has 
  been around a long time and seen many things. This 
  experience lends her a tremendous amount of wisdom to 
  draw on when making decisions. However, she’s getting 
  old and refuses to surrender the yoke of leadership until 
  a worthy (equally wise) replacement is found. If it weren’t 
  for his sharp tongue, Old Goat would’ve offered Kaskur 
  the mantle of leadership years ago. However, she fears 
  what the clan would become under his leadership.
  Thugeo (thoo-JEE-oh) Goatchaser 
  Thuunlakalaga
  A goat got loose during one of Rikuur Hideminder’s 
  training sessions and Thugeo created quite a commotion 
  chasing it through the village. He eventually caught the 
  goat eating away merrily in one of the storage huts, earning 
  Thugeo the name Goatchaser, and the goat, Honey.
   Rikuur entrusted Thugeo with the chardalyn arrowhead 
  and it’s causing his bouts of rage—though he doesn’t know 
  it. Teachings, training, and being part of Souljoined soothed 
  his rage and brought calm. Within a day’s chardalyn 
  influence, Thugeo has started to show brief bouts of that 
  old rage, followed by guilt and self-loathing.
  What They Want. The chardalyn arrowhead is the first 
  secret Thugeo has ever kept from Souljoined and it’s only 
  at Rikuur’s insistence. Thugeo doesn’t want to let it go.
  What a Specimen! Thugeo is one of the clan’s best goat-
  ball athletes. He’s physically impressive and incredibly 
  friendly. He’s the last of Souljoined to get the jokes and 
  sometimes doesn’t at all. The other two never make 
  him feel bad for that and he often has no idea when he 
  “doesn’t get it.”
  
  20
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Creature Statistics
  The following creatures appear in this adventure:
  Air Elemental
  Air Elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 5 (1,800 XP)
  Air Form. The elemental can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s space 
  must make a DC 13 Strength saving throw. On a failure, a target 
  takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet 
  away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. 
   If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  Air Weird
  Air Weird
  Large elemental, neutral
  Armor Class 13
  Hit Points 58 (9d10 + 9)
  Speed 0 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0)
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
  prone, restrained, unconscious
  Senses blindsight 30 ft., passive Perception 10
  Languages understands Auran but doesn’t speak
  Challenge 3 (700 XP)
  Breath of Life. The air weird dies if it leaves the air to which it is 
  bound or if that air is destroyed.
  Invisible in Air. The air weird is invisible while fully 
  surrounded by air.
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 13) and pulled 5 
  feet toward the air weird. Until this grapple ends, the target is 
  restrained, the air weird tries to suffocate it, and the air weird 
  can’t constrict another target.
  Ankheg
  Ankheg
  Large monstrosity, unaligned
  Armor Class 14 (natural armor), 11 while prone
  Hit Points 39 (6d10 + 6)
  Speed 30 ft., burrow 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  13 (+1) 
  6 (−2)
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the 
  target is a Large or smaller creature, it is grappled (escape DC 
  13). Until this grapple ends, the ankheg can bite only the grappled 
  creature and has advantage on attack rolls to do so.
  Acid Spray (Recharge 6). The ankheg spits acid in a line that is 
  30 feet long and 5 feet wide, provided that it has no creature 
  grappled. Each creature in that line must make a DC 13 Dexterity 
  saving throw, taking 10 (3d6) acid damage on a failed save, or half 
  as much damage on a successful one.
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Chardalyn Mephit
  Chardalyn Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  13 (+1) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  12 (+1)
  Skills Perception + 2, Stealth +3
  Damage Vulnerabilities bludgeoning, fire
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) cold damage on a failed 
  save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice.
  Innate Spellcasting (1/Day). The mephit can innately cast fog 
  cloud, requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
  Ice Breath (Recharge 6). The mephit exhales a 15-foot cone of cold 
  air. Each creature in that area must succeed on a DC 10 Dexterity 
  saving throw, taking 5 (2d4) cold damage on a failed save, or half 
  as much damage on a successful one.
  Chardlyn Mephits
  The chardalyn mephits’ immunity to cold damage is replaced 
  with necrotic damage. Further, its False Appearance renders it 
  indistinguishable from a shard of chardalyn. Finally, its Death 
  Burst, Claws, and Ice Breath deal necrotic damage instead of 
  cold damage.
  Commoner
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 
  (1d4) bludgeoning damage.
  Elk
  Elk
  Large beast, unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  10 (+0) 
  12 (+1) 
  2 (−4) 
  10 (+0) 
  6 (−2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the elk moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target 
  takes an extra 7 (2d6) damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) bludgeoning damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone 
  creature. Hit: 8 (2d4 + 3) bludgeoning damage.
  
  22
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Giant Elk
  Giant Elk
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 42 (5d12 + 10)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  16 (+3) 
  14 (+2) 
  7 (−2) 
  14 (+2) 
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages Giant Elk, understands Common, Elvish, and Sylvan 
  but can’t speak them
  Challenge 2 (450 XP)
  Charge. If the elk moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target 
  takes an extra 7 (2d6) damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone 
  creature. Hit: 22 (4d8 + 4) bludgeoning damage.
  Manticore
  Manticore
  Large monstrosity, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  17 (+3) 
  7 (−2) 
  12 (+1) 
  8 (−1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Tail Spike Regrowth. The manticore has twenty-four tail spikes. 
  Used spikes regrow when the manticore finishes a long rest.
  Actions
  Multiattack. The manticore makes three attacks: one with its bite 
  and two with its claws or three with its tail spikes.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage.
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Saber-Toothed Tiger
  Saber-Toothed Tiger
  Large beast, unaligned
  Armor Class 12
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  8 (−1)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The tiger has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pounce. If the tiger moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the tiger can make one bite 
  attack against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage.
  Silver Dragon Wyrmling
  Silver Dragon Wyrmling
  Medium dragon, lawful good
  Armor Class 17 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2)
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  Skills Perception +4, Stealth +2
  Damage Immunities cold
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) piercing damage.
  Breath Weapons (Recharge 5–6). The dragon uses one of the 
  following breath weapons:
  Cold Breath. The dragon exhales an icy blast in a 15-foot cone. 
  Each creature in that area must make a DC 13 Constitution sav-
  ing throw, taking 18 (4d8) cold damage on a failed save, or half 
  as much damage on a successful one.
  Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot 
  cone. Each creature in that area must succeed on a DC 13 Con-
  stitution saving throw or be paralyzed for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, end-
  ing the effect on itself on a success.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Swarm of Centipedes
  Swarm of Centipedes
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer. 
   A creature reduced to 0 hit points by a swarm of centipedes is 
  stable but poisoned for 1 hour, even after regaining hit points, 
  and paralyzed while poisoned in this way.
  Young Remorhaz
  Young Remorhaz
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., burrow 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  4 (−3)
  Damage Immunities cold, fire
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Heated Body. A creature that touches the remorhaz or hits it with 
  a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.
  
  24
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  The characters may earn the following rewards in this 
  adventure:
  Magic Items
  Boots of Striding and Springing
  Wondrous item, uncommon (requires attunement)
  The boots are gnome-crafted, with gears and springs 
  embedded in the soles. At first glance they appear worn, 
  but on closer inspection, the boots are designed that way.
   While you wear these boots, your walking speed becomes 
  30 feet, unless your walking speed is higher, and your 
  speed isn’t reduced if you are encumbered or wearing 
  heavy armor. In addition, you can jump three times the 
  normal distance, though you can’t jump farther than your 
  remaining movement would allow.
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated.
  Spell Scroll of Lesser Restoration
  Scroll, uncommon
  A spell scroll bears the words of a single spell, written 
  in a mystical cipher. If the spell is on your class’s spell 
  list, you can read the scroll and cast its spell without 
  providing any material components. Otherwise, the scroll 
  is unintelligible. Casting the spell by reading the scroll 
  requires the spell’s normal casting time. Once the spell is 
  cast, the words on the scroll fade, and it crumbles to dust. 
  If the casting is interrupted, the scroll is not lost.
   If the spell is on your class’s spell list but of a higher level 
  than you can normally cast, you must make an ability check 
  using your spellcasting ability to determine whether you 
  cast it successfully. The DC equals 10 + the spell’s level. On 
  a failed check, the spell disappears from the scroll with no 
  other effect.
  Story Awards
  Chardalyn Arrowhead
  The chardalyn arrowhead is corrupted, and a character 
  possessing it is likely to act more rashly and becomes more 
  irritable—a trait the character should add to their flaws.
  Handout 1: Character Rewards
  Handout 1: Character Rewards
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Appendix A: 
  Appendix A: 
  Frostclaw’s Lair Map
  Frostclaw’s Lair Map
  
  Figure 1: North Wall
  Figure 2: South Wall
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  Appendix B: Frostclaw’s Art
  Appendix B: Frostclaw’s Art
  
  Figure 3: East Wall
  Figure 4: West Wall
  27
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  
  28
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  It can be challenging to run a murder mystery at the table. 
  You’re never certain if the players will solve the scenario—
  that they’ll have the appropriate skills or out-of-character 
  knowledge—or if they’ll break the story all together.
   The following information is for the DM only. So, if things 
  go sideways, you have a brief overview to guide them back 
  with or to improvise as necessary:
  Who?
  Did the Killing?
  • Frostclaw, an awakened owlbear. Do your best to 
  avoid beast clues so the players don’t make the 
  connection too fast.
  Was Killed?
  • Rikuur Hideminder, the goat shepherd and clan teacher.
  • Rikuur was the teacher and guardian of the three 
  goliaths who make up Souljoined.
  Are the Suspects?
  • At first anyone in the clan; primarily Kaskur Spearsong 
  and Souljoined—Thugeo Goatchaser, Grakal 
  Dawnbearer, and Nararhak Tree-Eye.
  • Let the party suspect Kaskur. Eventually, it becomes 
  clear the murderer was someone outside the clan.
  Where?
  • The murder occurred in Rikuur’s hut, located just 
  outside Wyrmdoom Crag. Rikuur tended the mountain 
  goats that live nearby and stayed close to them.
  When?
  • The murder occurred while everyone was sleeping, 
  two nights after the deaths of two guards during a 
  celebration. The guards’ killer remains unknown.
  • The reason the guards didn’t see anything suspicious 
  was because the blizzard limited visibility to 5 feet.
  What?
  • Frostclaw was searching for the chardalyn arrowhead 
  Feral-Tongue (formerly Kugan Windwhisper) 
  gave Rikuur.
  • Unbeknownst to anyone in Wyrmdoom Crag, Rikuur 
  gave the arrowhead to Thugeo for safekeeping. The 
  chardalyn was affecting his judgment and making him 
  paranoid, as it’s now doing to Thugeo.
  Why?
  • Frostclaw wants the chardalyn arrowhead.
  • She sees herself as being better than the goliaths. In a 
  place of power. Blessed.
  • Frostclaw enjoys inflicting pain and torment on her 
  bipedal prey.
  • Frostclaw also really enjoys the kill—like a cat playing 
  with a mouse as it devours it.
  How?
  • Frostclaw crept into Rikuur’s hut in the dead of night 
  during the blizzard.
  • She used her Icy Breath to encase Rikuur’s head in ice. 
  This prevented his screams being heard outside the hut 
  at all due to the blizzard.
  • She then bit off his leg to prevent him escaping, followed 
  by his arm to stop him fighting back.
  • While he screamed into the ice, she went about the hut 
  looking for the arrowhead. When she couldn’t find it, she 
  started to cut him open asking, “Where?”
  • Getting caught up in the torture, Frostclaw initially 
  forgot that Rikuur couldn’t answer while frozen (and that 
  he’d already lost a lot of blood). So when he died, she 
  vented her frustration by using his insides to write the 
  glyphs the party found.
  • Annoyed that she didn’t find what she wanted, she 
  left the hut to wait for the storm to settle a bit and try 
  again later.
  • Instead of trying again later as planned, she had to avoid 
  the search parties and began tracking the party when 
  they left Wyrmdoom Crag.
  What Next?
  • The three goliaths who make up Souljoined each have 
  different bits of information to add:
  • Grakal can reveal Rikuur wasn’t himself lately, and that 
  the three loved him.
  • Nararhak can help identify who drew the paintings and 
  that the feather from Rikuur's hut belongs to an owlbear.
  • Thugeo has the box holding the chardalyn arrowhead 
  Frostclaw was looking for and, reluctantly, will give it to 
  the players so it can guide them to Frostclaw’s lair.
  Appendix C: 
  Appendix C: 
  A Primer in Murder
  A Primer in Murder
  
  29
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL10-03 Divining Evil (v1.0)
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play too, but if they play a 
  different hardcover adventure, they can’t return to the first 
  if they level beyond its level range.
  New to D&D Adventurers League?
  https://dnd.wizards.com/ddal_general
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiarize yourself with the adventure’s appendices 
  and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure—such as notecards, a DM 
  screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception) score, and anything the 
  adventures specifies as notable (such as backgrounds, 
  traits, and flaws).
   Players can play an adventure they previously played 
  as a player or DM, but may only play it once with a given 
  character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold, and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether 
  they completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure nothing looks out of 
  order. If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they can’t, feel free 
  to restrict item use or ask them to use a standard ability 
  score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  New Players? No Problem!
  With starter adventures like this one it’s possible you may 
  have players new to D&D, or just new to fifth edition. It’s up 
  to you as the DM to ensure they a) have fun with the game 
  and b) learn the basics of how to play. At this level, having fun 
  is more important than learning every rule exactly right. Be 
  gentle with new players who make mistakes.
   Make sure to keep your players smiling and rolling dice. 
  Be positive and enthusiastic when describing the action, and 
  you’ll notice they quickly follow suit.
   If you’re a new DM, then welcome—and thank you! New 
  DMs are the lifeblood of the D&D community. This adventure 
  includes sidebars like this one that explain of some rules used 
  as the adventure progresses!
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the characters’ levels and divide the total 
  by the number of characters (rounding .5 or greater up; .4 
  or less down). This is the group’s average party level (APL). 
  To approximate the party strength for the adventure, 
  consult the table below.
  Determining Party Strength
  Party Composition
  Party Strength
  3–4 characters, APL less than
  Very Weak
  3–4 characters, APL equivalent
  Weak
  3–4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than
  Strong
  6–7 characters, APL less than
  Average
  6–7 characters, APL equivalent
  Strong
  6–7 characters, APL greater than
  Very Strong
  Safety Tools
  Safety tools ensure that players aren’t pushed beyond their 
  comfort levels. They let your players know you want them to 
  have a positive experience.
   A broad range of safety tools are available for you and your 
  players online, but for more information reach out to your 
  Event Organizer or to community@dndadventurersleague.org
  Appendix D: 
  Appendix D: 
  Dungeon Master Tips
  Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL10-03 - Divining_Evil-PF.pdf