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DC-PoA-KCB-02 - Big

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0% found this document useful (0 votes)
349 views37 pages

DC-PoA-KCB-02 - Big

Uploaded by

Adrian Kuwana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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A shrunken goliath who needs an escort. Religious zealots on the run.

A wizard in need of potion ingredients. A frost giant with a love of art


and order. And an entrepreneurial druid. What happens to the party
standing where all their interests intersect?
A BIG adventure.

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DC-PoA-KCB-02 Big v1.1
Credits

Lead Designer: Brian Collier

Dungeoncraft Seed Used: Awake And Afraid

Editing: Adrian Francisco, Sean Ware

D&D Adventurers League Guildmaster: Chris Lindsay

Art Director: Brian Collier

Cartography: Brian Collier

Walrus Illustration by: Adrian Francisco


Knucklehead Koi by Allison Collier
Cover Art and design by Allison Collier

D&D Adventurers League Wizards Team: Brandy


Camel, Lea Helotis, Chris Lindsay, Chris Tulach

D&D Adventurers League Administrators: Alan


Patrick, Amy Lynn Dzura, Travis Woodall, Ma’at
Crook, Claire Hoffman, Greg Marks

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgo en 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 respec ve logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their dis nc ve likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduc on or unauthorized use of the material or artwork contained herein is prohibited without the
express wri en permission of Wizards of the Coast.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Adventure Primer
This adventure is designed for three to seven  Call to Action: The Small One (15 mins) Petros
level 1-4 characters and is optimized for ive gathers a party to escort his small friend to
characters with an average party level (APL) Targos to interview a wizard about restoring
of 3. Characters outside this level range cannot his magically changed size.
participate in this adventure.  Part 1: To Targos (1 h 45 mins) The party
This adventure occurs in Icewind Dale. escorts Rocky through weather and some
dangerous hospitality to Targos to meet with
Background Moranis Zelinsky. This is Story Objective A.
 Part 2: The Giant’s Pond (60 mins) Moranis
Rocky Stonefoot is a deep gnome who wearied hires the party to go collect eggs from enlarged
of gnomish living with its 120 ft limited views trout in the care of a frost giant. Collecting the
and incessant tinkering. eggs is Story Objective B.
So he went topside. Not just to the surface, but  Part 3: Crater and Barrel. (60 mins) The party
into the mountains where he irst saw goliaths. must also gather essential oils from a
A plan formed. mushroom found only in a herbalist supply
He staggered into Wyrmdoom Crag dressed as nursery that won’t reopen for another half
a goliath asking for sanctuary, which he was month. Collecting the oil is Story Objective C.
given. For one year, he has successfully
convinced the entire clan that he is in fact a Adventure Hooks
magically shrunken goliath. So they have tried
many things to remove curses or otherwise In addition to the characters’ individual
regrow him to proper goliath size. backgrounds, the following hooks are possible
Petros, a shaman, has been tasked with curing ways to involve the adventurers in this scenario.
Rocky. To that end, he awakened animals and Useful if you have players who are unsure why
sent them to all the Ten Towns searching out their characters are here:
resources for regrowing magically shrunken Curious Bystander. You were in The White
people. Lady Inn when two Goliaths (one a mere 3 ft tall)
One animal returned with a promising story walk in asking for an escort.
about a wizard from Targos. So Petros is taking Prophetic Dreams. Leira has haunted your
Rocky as far as Easthaven where he is looking to dreams and placed an image of two goliaths of
hire adventurers to take him on to Targos to vastly different sizes before you. As you sit in
learn how the wizard might help. the White Lady, the goliaths you saw in your
dream enter the inn.
Overview Answering the Call. Petros actively put out a
call for adventurers in the tavern you were
The adventure’s story is spread over three parts relaxing at, and you followed to The White Lady
and takes approximately 4 hours to play. to hear more.

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Call to Action: The Small One
The White Lady Creature Information
Bartaban. (bar-TAB-on) neutral good human
Themes: strange magic, secrecy, despair.
is the proprietor of The White Lady. He hates
Estimated Duration: 15 mins
this eternal cold. The only thing he knows about
Petros hires the party to take Rocky to Targos these two goliaths is that they showed up today
to meet with Moranis Zelinsky about undoing asking for a room. He igured the small one to be
stubborn magic. a child at irst, but he hasn’t acted like a child.
Players begin this adventure in The White Bartaban doesn’t ask questions. He knows
Lady Inn in Easthaven. It is named for the better than that in the Ten Towns.
locally legendary ghost of a past resident said to
still haunt the town and lake nearby. It is a Petros.
typical inn with rooms for rent. It is old and A neutral good goliath who serves as a shaman of
musty. the Thuunlakalaga clan. He does most of the
Easthaven is on the southeast shore of Lac talking at the mee ng with the party.
Dinneshire and is one of the largest of the Ten
What does he want? Petros wants a security
Towns.
escort to get his friend to Targos. Rocky may be
tough, but he’s s ll so small. He will send payment
You are si ng at the White Lady Inn in Easthaven.
for this task with an awakened animal that will run
At the table with you are two goliaths. One does
ahead and deliver it upon Rocky’s safe arrival. But
almost all the talking, and the other keeps a
he needs to return to Wyrmdoom Crag to resume
lightweight hood over their head, so you can only
his tribal du es.
just see the facial ta oos on the gray skin common
True Believer. He fully believes Rocky is a goliath.
to their race. They seem very much alike in
He has taken a sense of ownership in seeing Rocky
mannerism and in the accent of their Common
restored, though he has no power to do it. Clan
speech. However, the covered one is only slightly
members have devoted the last year to finding a
bigger than a halfling.
cure for Rocky.
He personally awakened a batch of animals and
Area Information sent them across the Ten towns looking for
The White Lady Inn has the following features. informa on that might serve to regrow Rocky.
Lighting. Lanterns sit on tabletops creating By this method, he came to learn that a half-elf
pockets of light around the room. Outside, it is wizard lives in Targos who is successfully regrowing
dark, as Icewind Dale only sees about 4 hours of a er having lived in a shrunken state for an
twilight per day. extended me.
Crowded Dining Area. There is room enough
for the half dozen tables in the dining area and a
few stools at the bar, but little else. Stairs ascend
to the guest rooms above.

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Rocky Stonefoot. Unmasked
A chao c good deep gnome bandit captain. Rocky The party may seek to unmask Rocky for the
came to Wyrmdoom Crag one year ago, claiming to deep gnome he is during the call to action.
have been shrunken by magic, and seeking help. Petros is resistant to accepting that he’s been
Chief Ogolai was skep cal, but a er thinking it over fooled. It would require a DC 15 Charisma
for a tenday, she commanded that Rocky be tested (Persuasion) check. Petros has detected no
in The Crawl. Rocky passed the trial and was illusion magic about him and has seen Rocky’s
adopted as a member of the clan. resistance to cold. Rocky explained the
What does he know? He knows that deep gnomes transmutation magic on his boots as residual
shrinking magic.
bear enough similari es to goliaths that any
Remember that Rocky is a deep gnome with
differences can be explained away as side effects of
resistance to a lot of magic, but if he is forced via
the shrinking process. He knows his boots of the
a zone of truth or a DC 20 Charisma (Persuasion)
winterlands are making this ruse more believable.
check to admit his race in front of Petros, Petros
Prefers Goliath Life. He’s not living among the
will consider for a moment that Rocky has
goliaths as a spy or prank. He actually prefers their
passed through The Crawl and is therefore a
lifestyle. He seeks adventure and a chance to test member of the clan despite the deception. He
his physicality, so being sent out to do that is living then assigns Rocky the task of inding
the life he wants, even if there is no cure for his enlargement as an act of penance before he can
size. So he wants to keep up his ruse as long as return to the clan.
possible, especially in front of Petros.
“That which we left to do, you must now see to
completion. When you return, you will face trial
Setting Off by combat for your deception. You will be glad to
When terms are agreed to, the party may leave have grown when you face the champion of the
with Rocky after breakfast the next day to begin chief.”
the day and a half journey to Targos.
At that point, Rocky will be the one seeking the
party’s aid to get to Targos.
The Crawl
In Wyrmdoom Crag, a tunnel with rune carved walls
exists that ins lls paralyzing fear through visions and
confronts a person with their own flaws. Only the
worthy can pass from one side to the other without
backing out. Some even fall comatose for a me before
being able to retreat. Young goliaths who can pass all
the way through complete a rite of passage into
adulthood. Visitors who wish may earn the good will of
the tribe by submi ng to and passing through the
tunnel as a test of character. Those who complete the
ritual are regarded as honorary tribe members.

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Part 1. To Targos Area Information
This Temple, dedicated to Hoar, has the
Going from Easthaven to Bryn Shander is a full
following features.
day’s travel under good conditions.
Grounds. The temple grounds are 120 ft on each
Unfortunately, good conditions are hard to come
side. The temple itself measures 80 feet on each
by these days.
side. Within in the temple grounds, there is no
snow or ice, though the grass is dead and matted.
Delivering Rocky safely to meet Moranis Zelinsky in
Solid Magical Force. Though the exterior looks
Targos is Story Objec ve A.
like cut stone, this temple is actually the creation
of the Temple of the Gods spell. The walls are
solid magical force that extend to the ethereal
Area Information plane. (Spellcard reprinted in Appendix 4.)
The Eastway is a well traveled 10 ft wide trail Entry. A single headed, two-faced coin (which is
that runs between Bryn Shander and Easthaven. the symbol of Hoar) takes up a large area of the
Snow is packed hard on this highway, lessening double door on the front. A DC10 Religion check
the effort it takes to trudge through the snow. would recognize the deity associated with the
symbol, his alignment (lawful neutral), and his
domain, which is revenge and retribution. This
A. Temple of Hoar door is the only way in or out of the temple, and
it is locked. Though, a cultist will answer
Estimated Time: 60 mins promptly if knocked upon.
Themes: betrayal, mistrust Giant-proof. Any goliaths or irbolgs in the
party must make a DC 13 Charisma saving throw
Setting Information or be stranded on the doorstep.
When the party has traveled for one hour, the
weather turns bad. A blizzard bears down on Hoarites Against Giants.
this area, yet a temple along the road seems able Rather than designa ng one of the types of creatures
to keep the snow off even its front lawn. See listed in the spell’s text, the caster has chosen to
Appendix 3 for map. exclude giants, which extends to goliaths and firbolgs.
Visibility. Though it is only a little after Creatures of this type may not enter unless they
midday, blowing snow has reduced any vision to succeed on a DC 13 Charisma saving throw. And if they
30 ft. manage to enter, all ability checks, saving throws, and
Dimensions and Terrain. The 10 ft wide a ack rolls made inside subtract 1d4 from the result.
Eastway is at this point a trail of compacted These Hoarites have a personal quarrel with giants.
snow that continues its western march about 60 They have come from the south where a party of
feet from the front door of the temple. verbeeg and ogres had ejected them from land they
New Construction. Anyone who has traveled were trying to se le. They enacted vengeance by killing
two of that party in an ambush while they were
the Eastway recently automatically knows there
separated from the group. They have traveled north into
was no temple here before.
the Ten Towns trying to outrun this cycle of revenge
that they started.

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Windows. The windows are high and stained She will ask the party if they know they are
glass; looking through is at disadvantage. traveling with a not-goliath. She knows this
because she crafted the spell that would keep
Magic Lock. If the party tries to pick the lock one out, shrunken or not. She expresses distaste
and sneak in, the creature attempting the pick that his deception has not been repaid but will
must make a DC 13 Dexterity saving throw, let the matter drop (for now).
taking 1d6 necrotic damage on a failed save. Rocky will keep up his ruse if he can get away
with claiming the shrinking process must have
Creature Information altered his giant blood. If he must come clean, he
begs the party’s continued aid so that he may
Reilloc return to his adopted family.
A lawful evil female dwarf priest of Hoar. She cast
the spell that created this temple as a refuge from Combat Begins
the blizzard outside. The party may sleep on the loor of the large
What does she want? She wants to further the sanctuary. Before they get their long rest, Reilloc
aims of Hoar, which includes inci ng revenge and takes justice in her own hands.
retribu on wherever possible and carrying it out She sneaks in and plunges her dagger into his
on others’ behalf when necessary. heart (expending a third level spell slot for her
On the Run. She and her followers have been Divine Eminence ability) if no one is on watch.
running from a group of giants that they have been Or if she needs to remain hidden, attacks Rocky
feuding with for months. from out of sight with her spiritual weapon
which takes the form of a Hoar symbol coin
which chops down like a guillotine. Either
Cultists
successful attack deals 35 points of damage to
Several races form this migra ng religious
Rocky before initiative is rolled.
community. Among them are kobolds, halflings,
Tactics. Reilloc responds to Rocky’s scream by
other dwarves, and a gnome.
calling four cultists and one cult fanatic to her
What do they want? They want to do as Reilloc
aid and casting spirit guardians. The cultists who
commands, and they want safety from the giants were hidden to watch come streaming out when
that pursue them. called.
Very Polite. The zealots try to avoid offending
anyone, because in their world, revenge is Adjus ng the Encounter
expected. So they are very polite, and caveat
Very weak and weak: Reilloc doesn’t use spirit
much of what they say with “No offense.”
guardians. She instead casts sanctuary on her first
turn. Remove the cult fana c. Use only one cul st
Calling out the Giant Fake. When the party has for every two members of the party (rounded up).
gotten situated, Reilloc will ask the party if they Strong: Replace two cul sts with one cult fana c.
encountered a party of verbeeg and ogres Very strong: Replace one cul st with a cult fana c.
traveling this way. She will explain their history
with this pack of giants (See Hoarites Against
Giants sidebar above)

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Treasure information they receive about Moranis Zelinsky
depends on the kind of person they ask.
In the cultists chambers at the back of the temple
is a potion of healing and a small amount of gold.

B. In Targos
Estimated duration: 45 mins Ask a... Hear that...
Themes: mistrust, fear, paranoia.
Guard He is that guy they brought back
from the Lady of the Maer. How he
The rest of the journey to Targos goes without survived two years in the ice is
incident. The party can take their midday meal beyond me.
in Bryn Shander and continue on to Targos,
which is only another two hours of further Merchant The tower he lives in used to be a
simple two story house before he
travel. If Rocky left Petros on good terms, their
came back and started
payment for delivering him is dropped at their
compensating for his size.
feet by an awakened fox in the form of
gemstones in a bag. No such payment arrives if Official Mr. Zelinsky is an upstanding citizen
Rocky was unmasked during the Call to Action. of Targos. Wizards of his quality
usually head south to the Sword
Area Information Coast, so we’re happy to have him.

Targos is a ishing village that has the following Dockworker Mr. Zelinsky won’t travel by boat
features. himself anymore, but sends for lots
City Wall. Their city wall extends into the of orders from Lonelywood and
harbor, which is frozen solid. other towns that come in by boat.
Lighting. Street Lamps line the main streets of
Commoner We keep a wide berth when walking
town. past his tower. We’ve known
Aspirations. Targos seems to want to be a animals not to come back from
more cosmopolitan destination. It tries to wandering onto those grounds.
provide services and comfort to the standard of
larger towns, but still smells like ish and there’s
still not too much to do.
Zelinsky’s Tower
Finding Zelinsky Moranis Zelinsky lives alone in the tower rising
Once in Targos, the party will need to ind above other modest, but upper class neighboring
Moranis Zelinski. Most everyone in town will single family homes. It looks like the
know who he is and where he lives. neighboring houses, but stretched an additional
Many people that the characters stop to ask for three loors higher. Surrounded by a 3 ft tall
directions simply point their ingers to the tall, white picket fence, the path to the door appears
rectangular tower overlooking the dock ward shoveled free of snow.
from atop a low cliff. However, any actual

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The Gate Puzzle Creature Information
At the gate of the picket fence, a plaque sits on Moranis will open the door when they knock,
the post. The gate is locked by a mechanism that excited that they took the time to solve his
has ive clock faces with singular hands.(Appen- puzzle, or excited by cute little animals that will
dix 2 is a player handout of this riddle.) learn to stop and think a bit more going forward.
The plaque reads:
Moranis Zelinsky. A half-elf transmuta on
You don’t want to enter if you can’t transmute. specialist from Targos. He recently returned to
Unlock my gate, or be a brute. Targos a er being discovered as the sole survivor
One from the first is moved to the next. of a ship frozen inside an iceberg for two years. He
Both must be words. Unlock from the text. shrunk himself so he needed much less food at
Or jump the fence and knock on the door, each meal, and was thus able to make what was in
I will s ll open for an oafish boar. the ship’s pantry last years.
Unfortunately, his daily shrinking spell became
Cape, Elven permanent a er a year of repeated cas ng, and he
Once, Old is s ll undergoing remedial treatment to regrow.
Height, Tree What does he want? He wants to replenish his
Tent, Sing supplies for his daily growth po ons. And wants to
avoid boats for the rest of his life.
The trials of the living. While he was away, he was
The answers require moving one letter from
declared legally dead and his assets were assumed
the irst word in the pair to the next so that both
by the city, so he is now trying to rebuild his once
form new words.
considerable wealth by taking junk in the market
Cape > Cap, Elven > Eleven (by moving one E) and transmu ng it to something worth more. Odd
Once > One, Old > Cold (by moving C) jobs like helping another creature grow seem like a
Height > Eight, Tree > Three (by moving H) great chance to make a li le more gold.
Tent > Ten, Sing > S ng (by moving T)
Come On In!
When any of the words make a number, set the Moranis welcomes the party inside (If all are
next clock face to that number. The clock faces animals, he politely waits the hour for them to
must be set to 11, 1, 8, 3, and 10. When all ive revert form.) For his human guests, he offers
are set to the correct number, the gate unlatches water on which he cast prestidigitation to taste
and the party may walk to the front door like hot tea, and offering celery and kibble to his
unhindered. animal guests.
Jumping the Fence. If anyone hops the fence If Rocky hasn’t come clean yet, he does so now,
into the yard without irst unlocking the gate, out of fear of what magic meant for goliaths
they must make a DC 14 Wisdom saving throw might do to his gnomish body. He explains that
or be polymorphed into an animal for 1 hr. Pick he really would love to be big like his adopted
any beast that you think its the target’s goliath family. Chief Ogolai decreed he must ind
personality best. his own cure as part of his initiation rituals. So
that’s what he must try to do.
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The Proposal Moranis’ School Project Pole
Moranis can’t do much for Rocky right now This ten foot pole looks like an extra tall wizard’s
with his own resources so limited. He has an staff, with a knot of wood that has been carved to
order placed in Termalaine for powdered iron look like a ball of fire. Juvenile carvings of lightning
from their mine, but he needs roe from bolts, and purple worms (his school mascot) cover
enlarged trout. He knows that some trout are the length. The bo om p has the ini als MZ
kept by a giant around the delta of the Dualdon carved into it. While holding it, if one says “fart
River that feeds the Maer from the north. He sniffer,” it becomes a sturdy fishing pole.
doesn’t know of any others.
He also needs them to collect a vial of oil from Travel Time
a fungus called Téagartha’s Mushroom. The The party may depart for this quest as soon as
only place this far north that has it is a druid’s they’re ready. There is no pressing time
commercial garden northeast of Lonelywood constraint. Hiring a boat to cross the lake is a
along that same river. Crater and Barrel is simple matter of paying the fare, which would be
renowned for keeping a ready supply of rare 2 silver per passenger to cross from south to
herbs and fungi for potionmakers and other north, and would take 4 hours to travel. They
magic brewers. will be dropped off on the eastern banks of the
Moranis expects the party to front the coin for delta.
the fungus, and will reimburse expenses when Traveling around the Maer on foot would take
they turn in the receipt. He’s not going to do a full day’s travel under good conditions, and
something as stupid as sending his money with would take them through the towns of
strangers. Termalaine, and Lonelywood before they
If the party is willing to venture north for these reached the delta of the Dualdon River.
initial items, Moranis will begin the work of
growing Rocky on a promissory arrangement of
becoming Moranis’ bodyguard and personal
shopper when large enough to intimidate.

Treasure
Moranis will pay them in gold for the
ingredients and delivery.
He will also gift them the pole of angling
(Appendix 1) he made in shop class at his
Wizarding school.

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Ice Sculptures. Elaborate carvings of various
Part 2: The Giant’s Pond creatures, some on pedestals that elevate them
Estimated duration: 60 mins above the snow, and some posed in scenes litter
Themes: paranoia, skewed reality, powerlessness. the yard. They range from life-size gnomes
wearing pointed hats to crag cats in ierce poses.
The party has been sent to collect ingredients
Koi Pond. A large bench is placed “just so”
for Moranis’ growth treatments.
about ten feet back from the shore of this pond
Within view of the Delta of the Dualdon River,
the size of a tennis court. It is 10 ft deep and
a Frost Giant named Snøskred has established
heated using a thermal cube, so as not to freeze
an estate, with a manicured front, complete with
over completely and block the view. However,
ice sculptures, a koi pond, and 10 ft tall white
the cold air over warmer water generates a
palisade fence, with a sign that says in giant
wispy fog that lightly obscures the area.
“Keep off the Snow.” He has populated the koi
pond with knucklehead trout and fed them well
Creature Information
with magically forti ied giant food. And they
have grown large. Snøskred is a Frost Giant who established a
lavish estate near the delta of the Dualdon River.
Procuring eggs from a giant knucklehead trout is
Story Objec ve B. Snøskred
A true neutral frost giant who lives in an estate on
the banks of the Dualdon River. He keeps a cadre
Area Information of animals as emo onal support pets. They know
what things trigger his anxiety and are trained well
The property consists of a large yard, nearly
the size of a soccer ield, with a koi pond, ice to avoid them. They will also chase away those
sculptures, and a wandering 15 foot wide path who might upset him. His favorite crag cat, Icicles,
eventually coming to the front door of a giant climbs into his lap whenever he sits down.
longhouse. See Appendix 3 for map. Staying on his good side. He wants his world
Longhouse. The longhouse rises 40 feet at its orderly, and his lawn blanket of snow pris ne, so
roof ridge and stretches the length of the staying on the paths outside is essen al. Even his
animals are trained to only leave the path outside
property’s back edge. It has a back door used for
the fence. He expects you to remove your boots
more work-related tasks. But the front faces the
when you come in the house. He wants to be
river and lake. recognized for the effort it takes to upkeep such
Picket fence. Snøskred’s lawn is bordered by a beau ful property. He likes to discuss art.
10 foot tall fence. To him, it is a picket fence. To Ge ng on his bad side. If the party makes tracks in
medium or smaller creatures, it is a palisade, but the snow inside his fence, touches his decora ve
with logs spaced two feet apart. A medium pieces, tracks mud in his house, is caught sneaking
creature can squeeze between them easily where they shouldn’t be, or anything of the like,
enough. The gate features a bell that rings when he will plead with them once to be more careful,
it opens and a sign in Giant reading “Keep off the but if triggered a second me becomes enraged
Snow.” Snøskred will come out to see who is at and sends the party away, or picks them up and
physically throws them off the property.
his gate if the bell rings.

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DC-PoA-KCB-02 Big v1.1
Animals. Depending on the strength of the If they have already failed a check to socially
party, they may see winter wolves, saber- interact with Snøskred, he is on alert and the DC
toothed tigers, or multiple crag cats outside or to maintain stealth goes up by 2.
inside the house. But regardless of party If the stealth check fails, animals are released
strength, there is at least one crag cat visible to chase the party off. They ight to the death.
inside the house. Tracks from these animals will
only be seen in the back of the property outside Adjus ng the Encounter
the back door. Very weak. Two crag cats
Weak. One saber-toothed ger, one crag cat
Getting the Roe
Average. Two crag cats, one winter wolf
Snøskred would not be pleased to see people
Strong. Two winter wolves, two crag cats
traipsing about his property, ishing from his
pond, so this will require some skill. You can Very Strong. Two winter wolves, two saber-
play the pillars with this scene. toothed gers
Social. The party might consider the direct If the animals are killed, Snøskred will run out
approach and ask permission, or adopt disguises, the door toward the party (while staying on the
such as veterinarians who are investigating signs path, of course!). The party has two rounds to
of illness among his ish, and are asking to get off his property before they have to deal with
procure a sample to take back for testing. him. This would be deadly to be attacked by a
Exploration. The party may want to win these frost giant, so the players should run. Snøskred
ish eggs through stealth and diversion. uses his turn to grapple the characters and
Combat. If the characters are not careful, or throw them over his fence. Anyone thrown over
unlucky, Snøskred will set his animals on the the fence takes 2d6 bludgeoning damage when
party to chase them off. And if it goes poorly for they land.
his pets, he will charge out the door to chase the
trespassers away himself. He’s Got to Sleep Some Time. If the party is
chased off, Snøskred will be on alert the rest of
The Direct Approach. Snøskred is not highly the day, and will spend a good hour scooping
insightful and could be won over by an engaging snow away and throwing it over the fence to
character while others try to acquire a ish, or remove the party’s tracks. If the party comes
even persuaded to allow them access if they can back, he will set his animals on them if they still
do so carefully. The check to distract or survive, or will chase them off himself. But he
persuade him must beat a DC 13. will eventually fall asleep. And the party can
If they fail the check to distract or persuade collect the roe overnight.
him, Snøskred will give one chance to get off his
property before he sets the animals on them.
Stealth. If they wish to sneak ish from the pond,
they need to take measures to avoid being
detected. And any character trying to enter the
property without being detected must succeed at
a DC 14 Stealth check. This may be done as a
group check.

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Harvesting to harvest eggs from, the characters may have to
catch more than one. There is a 50% chance that
The party needs to bring in a female trout and
they hooked a female.
harvest her eggs. One trout’s eggs will ill a
It takes a trained eye to determine the sex of a
waterskin. Even if they have other ishing tackle,
trout. A character pro icient in Nature can make
using Moranis’ pole of angling will be their best
a DC 12 check to determine the sex. The female
bet for a catch. Because it is a magic item, it
trout tend to be smaller than males. There are
won’t break under the additional strain of the
also subtle coloration differences.
enlarged knucklehead trout.
Expressing eggs. It takes a gentle pressure
Knucklehead Trout over just the right spot to squeeze eggs out of the
abdomen. This requires a DC 12 Wisdom
These trout take less work to get on the hook. They
(Medicine or Animal Handling) check. If the
are prac cally fish in a barrel. There are at least a
check fails, or if this is attempted on a male, the
dozen in this pond. However, they are harder to
ish makes a Tail attack at the character
bring in because of their increased mass. Snøskred
attempting the check, waking up if unconscious
has been feeding these fish magically enhanced to do so. Because it is enlarged, the tail attack
food. The males weigh around 560 lbs, and the deals an extra 1d4 damage.
females about 450. When they have collected the eggs of one trout,
Mechanically, they are as if under the enlarge spell. they have completed Story Objective B.
Bait. The DC of the Survival check needed to
hook a trout is only 5. But even the Pole of
Angling needs a lure or bait to attract a bite.
Reward creative bait solutions with an
automatic success at hooking a trout, or maybe
increased odds of hooking a female.
Bringing it in. To reel one in requires a
contested strength check. The ish have
advantage on the strength check to resist being
reeled in. If the check fails, roll a d10. On a 1, a
nonmagical ishing pole is snapped and
destroyed. If the strength check to reel it in
failed by 5 or more, the character must make a
DC 10 Dexterity saving throw to avoid being
pulled in.
There are options apart from ishing. A sleep
spell would put several ish to sleep at once.
Brute force is also an option. The ish are all
near the surface and can be attacked at
disadvantage to be knocked out or killed.
However the party can get a 500 lb ish on the
shore, they are on track.
Determining Sex. Because you need a female

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the perimeter, there is a tunnel dug through the
Part 3: Crater and Barrel wall near a petri ied moose. It is a DC13
Estimated duration: 60 mins Intelligence check to see through the illusion.
Icewind Dale themes: isolation, secrecy Walled in. A 30 ft tall wall of earth encloses it
and hides its interior from casual viewers.
The party needs to negotiate to acquire
Petri ied Moose. Pinefern found a petri ied
enough Té agartha’s Mushroom from a druidic
moose on her travels and placed it near the
supply grove to extract a vial of oil. However,
entrance. This serves two purposes: It makes
the grove is closed for two tenday for regrowing,
trespassers fear the presence of a basilisk, and
and with the owner, Pinefern, away, the animal
serves as a host for the magic mouth spell that
staff is unwilling to make any sales.
keeps visitors abreast of store news.
As the party draws near, the magic mouth spell
Acquiring a vial of Té agartha’s Mushroom oil is Story
Objec ve C.
activates and alerts them that “the store’s closed
for two tenday to regrow and maintain Icewind
Area Information Dale’s best herbalist supply grove.”
Traveling north about 1 mile from Snøskred’s
house along the Dualdon River, the party comes
to a crater in the woods with a tunnel through
the wall disguised by Hallucinatory Terrain.

You have crossed back over the frozen parts of the


Dualdon river and have traveled the eastern banks
for about an hour when ahead of you, you can just
make out the silhoue e of a moose against a
sudden 30 rise in the ground.

Crater History Factoid. Weather Staff. There is a 10 ft tall staff


This 500 wide, 50 deep crater was caused by planted in the ground that controls the weather
Iriolarthas1 long ago while tes ng the spell that was in this area. Within the walls of the crater, the
used to scribe the Scroll of the Comet grass grows green and lush. Temperatures are
cool, but mild. It can’t reach quite to the crater
Inside the crater, a lush green lawn is spread
walls, so snow begins covering the ground 200 ft
out, dotted with garden beds, greenhouses and
from the staff. It is a localized enough effect not
other structures that are being tended by forest
to catch Auril’s notice hidden in this crater.
creatures. A tall pole rises in the center. The
The Hut. Pinefern lives in a hut in the grove.
area has the following features:
The front room is a laboratory for processing
Hallucinatory Entrance. When the store is
lora that can’t survive a delivery in its raw form.
closed, Pinefern puts a hallucinatory terrain
It contains a full Herbalist’s tool kit. While she is
spell over the entrance to hide it. Though it
out of town, this building is locked. (DC 10 to
looks like the rest of the hillock that stretches
open with thieves’ tools.)
1 See Icewind Dale: Rime of the Frostmaiden, chap-
ter 7 for more information about Iriolarthas.
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Tool Shed. This small building contains garden What they want. They work out of a sense of
tools and storage of spare parts and disused friendship with Pinefern, who in turn feeds and
equipment. An improvised herbalist’s tool kit protects them.
can be assembled from this junk, but it imposes a Cowards. If intimidated (DC11), or a ight
(1d4-1) penalty on the check to use it. breaks out, they will run and hide.
Greenhouses. Five greenhouses litter the
crater loor. Each is 50 x 15 ft and are some are Playing the Pillars
arti icially lit by magic or are extra darkened to Social. ‘Rus can not be persuaded without the
protect light-sensitive specimens. aid of magic to sell the party their fungus while
Ponds. Two small ponds serve as water the nursery is closed. However, he can be
sources for the grove. They are only 5 ft at their intimidated(DC14) into leeing the area with the
deepest. animal labor, leaving the party unopposed.
A map of the crater grove is in Appendix 3. Exploration and Combat. In the various
greenhouses, the players ind many types of
Creature Information exotic plants. They may encounter hostility from
An awakened walrus who is known in the an employee. At your discretion, a player might
grove as ’Rus Lackey shuf les up to the party as be able to identify a few varieties of plants or
soon as they enter and says “Sorry, folks. Store’s their likely effects. Choose from the effects on
closed. Moose out front shoulda told ya.” the table below.

‘Rus Lackey
A lawful good awakened walrus who has worked
for Pinefern for a full year. His awakened state has
helped him land a management posi on.
What ‘Rus wants. He wants to keep customers out
of the area while the store is closed.
Overharves ng is bad for the flora.
Employee of the month. He’s not very helpful with
gardening du es around the grove due to his low
dexterity on land. So he tries to keep the other
animal workers on task, and func ons primarily as
a sales associate.

Animal Labor. Tending all the garden beds, and


pulling little wagons of compost and straw are
animals of many types that have been recruited
by Pinefern to cultivate the nursery. Others are
used to deliver mail orders, but with the grove
closed, they have no deliveries and are here
enjoying the downtime.

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Ea ng Strange Plants. At least a few plants here Greenhouse 2. This is totally darkened, even
are a mystery to everyone. They don’t even seem having an air lock to prevent light getting in
to affect everyone the same way. when the door is opened. If light of any kind gets
If any characters get adventurous and decide to in, many specimens instantly begin wilting.
These come from the underdark.
eat any of the plants they don’t recognize, have
Grimescrawler. Working in Greenhouse 2 is
them roll a d8 and consult the table for its effect on
Grimescrawler (duergar mind master). He’s
them.
solely responsible for gardening duties in the
d8 Effect of Ea ng a Plant dark house, which suits Pinefern and the animals
just ine. He’s not the most pleasant to work
1 You take 1d10 poison damage. with.
2 You are poisoned for the next 1d4 hours Total Darkness. If anyone comes into this
greenhouse in total darkness, he says “Who’s
3 Roll a d10. Your age changes by a number of there? I didn’t ask for any help!” And he will use
years equal to the roll. If the roll is odd, you his Mind Mastery to try to move them back
get younger (minimum 1 year old). If the roll toward the door. If no one has damaged any
is even, you get older. plants in here, a DC 12 Persuasion check can
change his disposition toward the characters to
4 You can't speak for the next minute. When-
ambivalent.
ever you try, pink bubbles float out of your
If anyone brings light into this greenhouse, he
mouth.
yells out in undercommon “What are you doing,
5 You turn into a po ed plant. While a plant, you careless Pudding Brains!” He demands the
you are incapacitated and have vulnerability characters put out the light. If they do not, he
to all damage. If you drop to 0 hit points, attacks. A map for battle is in Appendix 3.
your form reverts. Any HP you lost as a plant
are restored to you when you revert. Adjus ng the encounter
6 All your body hair becomes vegeta on. As it Very weak and weak. The duergar mind master
grows out, it does so as hair again. does not use his Mind-Poison dagger.

7 You develop barkskin. Your AC can’t be


lower than 16 un l you finish a long rest.

8 You gain 10 Temp HP

Greenhouse 1. This space is warm and humid.


The glass is grimy, dimming the light some.
These plants come from warm, swampy
environments. If anyone investigates the plants,
they must make a DC 12 Dexterity saving throw,
or take 1d4 piercing damage from the insects
they disturbed that were living on the plants.

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Greenhouse 3. This greenhouse glows warmly stable growth po on ingredient.
from the outside. The glass structure is actually If eaten raw, the creature must succeed on a
tinted to screen out the light from the inside. It is DC10 Cons tu on saving throw, becoming
arti icially lit so brightly inside that it triggers poisoned for 1d4 days on a failure, suffering
Sunlight Sensitivity in characters who have that
inflamma on in the intes nes which causes
trait. The plants in here are of the more
cons pa on. However, on a success, the creature
succulent variety.
grows 1d12 inches taller for 1d4 days. The
The inside door handle is in questionable
mushroom has a nice, oregano-like flavor on the
repair and one needs a special tool to open it
palate.
from the inside. This is kept on top of the door
frame. There is also a doggy door for the animal
labor. The latter requires a DC11 Wisdom Using tools that they brought, or Pinefern’s
(Perception) check to notice. The former, a DC13 tools in her locked hut, or the de icient spare
to notice. parts set in the tool shed, the characters must
Greenhouse 4. The air and plant life in this succeed on a DC 12 Intelligence check to harvest
greenhouse makes one think of a rain forest. the oil.
Many varieties of mushroom grow here,
including Té agartha’s Mushroom.
Greenhouse 5. This greenhouse contains many
lowering plants. The smell is overwhelming to
anyone entering. As each character enters this
area, they must make a DC12 constitution saving
throw or fall unconscious. This is considered a
magic effect for the purposes of immunity to
sleep magic.

Collecting Oil
The list price of Té agartha’s Mushroom is 50
gp for the minimum quantity they’d need to
collect one vial of oil. Unfortunately, this
mushroom dries quickly when cut, so they’ll
have to process them immediately, which ‘Rus
freely tells them. It’s one reason he doesn’t want
to sell while the grove is closed. Pinefern usually
handles this herself, but she is away on business.

Téagartha’s Mushroom
Téagartha’s Mushroom is a large toadstool
shaped fungus with a red cap and large white
spots. Na ve to the far east, it thrives in areas of
high humidity. When processed, it serves as a very

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As you finish packing up what you have collected, Adjus ng the Encounter
you see a wolf sniffing around near the pole at the This encounter can be adjusted on the fly by
center of the grove. He li s his leg to mark his dropping a new monster only when the party can
territory, and runs away quickly, as the top of the reasonably fight it.
pole begins sparking. For very weak and weak par es, remove the
snow golem and meter the drops of new ice
Snownado mephits to ensure a challenge for the party
without hopeless doom.
The wolf is Denny. He has recently gotten into
the Lightning Buds, which have shocking effects For strong and very strong par es, you may
on one’s urinary tract. The urine caused the pole want to drop another snow golem in place of an
to malfunction and triggers a mini blizzard that ice mephit.
functions as a dust devil spell (spellcard in
Appendix 4) centered on the tallest person in
the area. The dust devil blows powdery snow in
a localized blizzard, buffeting the characters and
heavily obscuring a 15 foot radius.

Elemental Spell Chaos


When the dust devil kicks up, roll initiative. On
initiative count 0 the dust devil moves 1d6
squares toward the tallest player, overshooting
the player if it has extra movement. If the tallest
player drops prone, it keys on the tallest one
standing at the moment. On the irst round, a
snow golem is left where the spell started its
turn. Every turn thereafter, an ice mephit is left
in the square it moved away from. Any monsters
spawned act on initiative 0 after the dust devil
moves.
This continues until the dust devil burns itself
out after 1 minute, or until a player can igure
out how to reset the magic of the pole. This can
be done by casting a spell from the druid spell
list into the pole. This solution can be learned by
using an action to make a DC 10 Intelligence
(Arcana) check.

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Wrap Up
As they return the ingredients to Moranis, they
When the dust devil is stopped or played itself
are paid well and ind Rocky as tall as a short
out, and the monsters have been dispatched,
human for one hour per day. With these
there is very little fanfare. The animals are in
ingredients restocked, Moranis should have six
hiding until their heart rates slow to normal. If
months of treatment on hand for the two of
‘Rus is on good terms with the party, he comes to
them.
ind them and thank them for limiting the
Rocky had Moranis enlarge his boots of the
damage from that potentially devastating
winterlands (Appendix 2), and offers them to
accident.
the party in thanks for saving him from the
If they charmed ‘Rus into making a transaction,
Hoarites.
he returns their money. If they stole the
mushroom oil, he allows them to take it
unopposed.

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Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.

Character Rewards Magic Item(s)


If found during the adventure, the characters can
The characters earn the following rewards:
keep the following magic items; these items are
described in Appendix 2:
Advancement
Upon successfully completing this adventure,  potion of healing
each character gains a level. At their discretion,  pole of angling
they may choose to decline advancement.  boots of the winterlands
Remind your players that the amount of gold
that their characters can earn per level is Dungeon Master Rewards
limited; declining advancement means that they
may reach a point where they earn no gold. For running this adventure, one of your
character gains a level. That character receives
Gold gold based on their tier prior to advancement:
Award each character gold for each hour of the Tier GP Earned
session. Adventures typically features cues for
this, but you can add it where you see it. The 1 80 gp
maximum gold that you can award a character
2 240 gp
per hour is determined by their tier, as follows:
3 1,600 gp
Tier Hourly GP Award GP Limit per Level
4 6,000 gp
1 20 gp 80 gp

2 30 gp 240 gp

3 200 gp 1,600 gp

4 750 gp 6,000 gp

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Dramatis Personae
The following NPCs feature prominently in this adventure.

Petros Moranis Zelinsky.


A neutral good goliath shaman from Wyrmdoom A neutral good transmuter from Targos.
Crag.
 What He Wants: He wants ingredients to
 What He Wants: He wants to help Rocky re- continue his own regrowth process.
grow to a full sized goliath.  In Recovery: After two years lost at sea, and
 True Believer: Like all the others a permanently shrunk by his own magic, he was
Wyrmdoom Crag, Petros believes Rocky’s legally dead and the city absorbed his assets.
Story completely. He’s still regrowing while rebuilding his
wealth.
Rocky Stonefoot
A chaotic good deep gnome who has spent the Snøskred.
last year disguised as a shrunken goliath. A true neutral frost giant

 What He Wants: He wants to grow to goliath  What He Wants: He wants an orderly,


size to it in with his adopted clan. beautiful place to live, uncorrupted by careless
 Prefers Goliath Living: He’s tough and likes trespassers.
competition. Finding the goliaths when he left  Everything In Its Place: His anxiety lares up
the underdark was a godsend. when people handle his property, or make
messes, which extends to leaving tracks in the
Reilloc snow blanketing his lawn.
A lawful evil female dwarf priestess of Hoar.
Walrus “’Rus” Lackey.
 What she wants: She wants to honor Hoar by An awakened walrus who works at an herbalist
enacting revenge and retribution where she supply grove.
deems it appropriate.
 Anti-Giant: Her religious community has bad  What He Wants: He wants to protect the
history with a gang of giant-type creatures that inventory and sanctity of the grove of his
has devolved into a cycle of violence. employer, Pinefern, who is away on business.
 Employee of the Month: He’s not very much
help gardening with his lippers, so he’s
focused on managing the other animal helpers
and making sales.

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Creature Statistics
The following stat blocks are used in this adventure.

Bandit Captain Crag Cat


Medium humanoid (any race), any non-lawful alignment Large monstrosity, unaligned

Armor Class 15 (Studded Leather) Armor Class 13


Hit Points 65 (10d8 + 20) Hit Points 34 (4d10+12)
Speed 30 . Speed 40 , climb 30

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+3) 14 (+2) 11 (+0) 14 (+2) 16 (+3) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 8 (-1)

Saving Throws STR +4, DEX +5, WIS +2 Skills Percep on +4, Stealth +7
Skills Athle cs +4, Decep on +4 Senses darkvision 60 ., passive Percep on 14
Senses passive Percep on 10 Languages —
Languages any one language (usually Common) Challenge 1 (200 xp)
Challenge 2 (450 XP)
Nondetec on. The cat cannot be targeted or detected
by any divina on magic or perceived through magical
Ac ons
scrying sensors.
Mul a ack. The captain makes three melee a acks:
Pounce. If the cat moves at least 20 feet straight
two with its scimitar and one with its dagger. Or the
toward a creature then hits it with a claw a ack on the
captain makes two ranged a acks with its daggers.
same turn, that target must succeed on a DC13 Strength
Scimitar. Melee Weapon A ack: +5 to hit, reach 5 ., saving throw or be knocked prone. If the target is prone,
one target. Hit: 6 (1d6 + 3) slashing damage. the cat can make one bite a ack against it as a bonus
Dagger. Melee or Ranged Weapon A ack: +5 to hit, ac on.
reach 5 ., or range 20 ./60 ., one target. Hit: 5 (1d4 + Spell Turning. The cat has advantage on saving throws
3) piercing damage. against any spell that targets only the cat (not an area).
If the cat's saving throw succeeds and the spell is of 7th
level or lower, the spell has no effect on the cat and
instead targets the caster.

Ac ons
Bite. Melee Weapon A ack: +5 to hit, reach 5 ., one
target. Hit: 8 (1d10 + 3) piercing damage

Claw. Melee Weapon A ack: +5 to hit, reach 5 ., one


target. Hit: 7 (1d8 + 3) slashing damage.

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Cult Fana c Cul st
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any non-good alignment

Armor Class 13 (Leather Armor) Armor Class 12 (Leather Armor)


Hit Points 33 (6d8 + 6) Hit Points 9 (2d8)
Speed 30 . Speed 30 .

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Decep on +4, Persuasion +4, Religion +2 Skills Decep on +2, Religion +2
Senses passive Percep on 11 Senses passive Percep on 10
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 1/8 (25 XP)
Dark Devo on. The fana c has advantage on saving
throws against being charmed or frightened. Ac ons

Spellcas ng. The fana c is a 4th-level spellcaster. Its Scimitar. Melee Weapon A ack: +3 to hit, reach 5 .,
spellcas ng ability is Wisdom (spell save DC 11, +3 to hit one target. Hit: 4 (1d6 + 1) slashing damage.
with spell a acks). It has the following cleric spells pre-
pared:
Cantrips (at will); light, sacred flame, thaumaturgy
1st level (2 slots): command, inflict wounds, shield of
faith
2nd level (3 slots): hold person, spiritual weapon

Ac ons
Mul a ack. The fana c makes two melee a acks.

Scimitar. Melee Weapon A ack: +3 to hit, reach 5 .,


one target. Hit: 4 (1d6 + 1) slashing damage.

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Duergar Mind Master up to 10 feet in a direc on of the duergar's choice.
Creatures that can't be charmed are immune to this
Medium humanoid, (dwarf), lawful evil) effect.

Reduce (Recharges a er a Short or Long Rest). For 1


Armor Class 14 (leather armor) 19 while reduced
minute, the duergar magically decreases in size, along
Hit Points 39 (6d8+12)
with anything it is wearing or carrying. While reduced,
Speed 25
the duergar is Tiny, reduces its weapon damage to 1,
and makes a acks, checks, and saving throws with
STR DEX CON INT WIS CHA
disadvantage if they use Strength. It gains a +5 bonus to
11 (+0) 17 (+3) 14 (+2) 15 (+2) 10(+0) 12 (+1)
all Dexterity (Stealth) checks and a +5 bonus to its AC. It
can also take a bonus ac on on each of its turns to take
Saving Throws WIS +2
the Hide ac on.
Skills Percep on +2, Stealth +5
Damage Resistances Poison
Senses darkvision 120 ., truesight 30 ., passive
Percep on 12
Languages Dwarvish, Undercommon
Challenge 2 (450 xp)
Duergar Resilience. The duergar has advantage on
Frost Giant
saving throws against poison, spells, and illusions, as Huge giant, neutral evil
well as to resist being charmed or paralyzed.
Armor Class 15 (Patchwork Armor)
Sunlight Sensi vity. While in sunlight, the duergar has
Hit Points 138 (12d12 + 60)
disadvantage on a ack rolls, as well as on Wisdom
Speed 40 .
(Percep on) checks that rely on sight.
STR DEX CON INT WIS CHA
Ac ons
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)
Mul a ack. The duergar makes two melee a acks. It
can replace one of those a acks with a use of Mind Saving Throws CON +8, WIS +3, CHA +4
Mastery. Skills Athle cs +9, Percep on +3
Mind-Poison Dagger. Melee Weapon A ack: +5 to hit, Damage Immuni es Cold
reach 5 ., one target. Hit: 5 (1d4 + 3) piercing damage Senses passive Percep on13
and 10 (3d6) psychic damage, or 1 piercing damage and Languages Giant
14 (4d6) psychic damage while reduced. Challenge 8 (3,900 XP)

Invisibility (Recharge 4–6). The duergar magically turns Ac ons


invisible for up to 1 hour or un l it a acks, it casts a
spell, it uses its Reduce, or its concentra on is broken Mul a ack. The giant makes two greataxe a acks.
(as if concentra ng on a spell). Any equipment the Greataxe. Melee Weapon A ack: +9 to hit, reach 10 .,
duergar wears or carries is invisible with it. one target. Hit: 25 (3d12 + 6) slashing damage.
Mind Mastery. The duergar targets one creature it Shortbow. Ranged Weapon A ack: +9 to hit, range
cansee within 60 feet of it. The target must succeed on a 80/320 ., one target. Hit: 28 (4d10 + 6) bludgeoning
DC 12 Intelligence saving throw, or the duergar causes it damage.
to use its reac on either to make one weapon a ack
against another creature the duergar can see or to move

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Ice Mephit Knucklehead Trout
Small elemental, neutral evil small beast, unaligned
Armor Class 11 Armor Class 12
Hit Points 21 (6d6) Hit Points 7 (2d6)
Speed 30 ., fly 30 . Speed 0, swim 30 .

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 11 (+0) 1 (-5) 6(-2) 1 (-5)

Skills Percep on +2, Stealth +3 Senses darkvision 60 ., passive Percep on 8


Damage Vulnerabili es Bludgeoning, Fire Languages —
Damage Immuni es Cold, Poison Challenge 0 (0 or 10 XP)
Condi on Immuni es Poisoned Water Breathing. The trout can breathe only
Senses Darkvision 60 ., passive Percep on 12 underwater.
Languages Aquan, Auran
Challenge 1/2 (100 XP) Ac ons
Death Burst. When the mephit dies, it explodes in a Bite. Melee Weapon A ack: +4 to hit, reach 5 ., one
burst of jagged ice. Each creature within 5 feet of it must target. Hit: 4 (1d4 + 2) piercing damage.
make a DC 10 Dexterity saving throw, taking 4 (1d8)
Tail. Melee Weapon A ack: +4 to hit, reach 5 ., one
slashing damage on a failed save, or half as much
target. Hit: 4 (1d4 + 2) bludgeoning damage.
damage on a successful one.

False Appearance. While the mephit remains


mo onless, it is indis nguishable from an ordinary shard
of ice.

Innate Spellcas ng. (1/Day). The mephit can innately


cast fog cloud, requiring no material components. Its
innate spellcas ng ability is Charisma.

Ac ons
Claws. Melee Weapon A ack: +3 to hit, reach 5 ., one
target. Hit: 53(1d4 + 2) slashing damage plus 2 (1d4)
cold damage.

Frost 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.

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Priest Saber-Toothed Tiger
Medium humanoid (any race), any alignment Large beast, unaligned

Armor Class 13 (chain shirt) Armor Class 12


Hit Points 27 (5d8 + 5) Hit Points 52 (7d10 + 14)
Speed 30 . Speed 40 .

STR DEX CON INT WIS CHA STRDEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Medicine +7, Persuasion +3, Religion +5 Skills Percep on +3, Stealth +6
Senses passive Percep on 13 Senses passive Percep on 13
Languages any two languages Languages —
Challenge 2 (450 XP Challenge 2 (450 XP)
Divine Eminence. As a bonus ac on, the priest can Keen Smell. The ger has advantage on Wisdom
expend a spell slot to cause its melee weapon a acks to (Percep on) checks that rely on smell.
magically deal an extra 10 (3d6) radiant damage to a
Pounce. If the ger moves at least 20 feet straight
target on a hit. This benefit lasts un l the end of the
toward a creature and then hits it with a claw a ack on
turn. If the priest expends a spell slot of 2nd level or
the same turn, that target must succeed on a DC 14
higher, the extra damage increases by 1d6 for each level
Strength saving throw or be knocked prone. If the target
above 1st.
is prone, the ger can make one bite a ack against it as
Spellcas ng. The priest is a 5th-level spellcaster. Its a bonus ac on.
spellcas ng ability is Wisdom (spell save DC 13, +5 to hit
with spell a acks). The priest has the following cleric Ac ons
spells prepared: Bite. Melee Weapon A ack: +6 to hit, reach 5 ., one
Cantrips (at will): light, sacred flame, thaumaturgy target. Hit: 10 (1d10 + 5) piercing damage.
1st level (4 slots): cure wounds, guiding bolt,
sanctuary
2nd level (3 slots): lesser restora on, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Ac ons
Mace. Melee Weapon A ack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) bludgeoning damage.

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Snow Golem Walrus
medium construct, unaligned large beast, unaligned

Armor Class 8 Armor Class 9


Hit Points 39 (6d8 + 12) Hit Points 22(3d10+6)
Speed 10 . Speed 20 ., swim 40 .

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 1 (-5) 6(-2) 1 (-5) 15 (+2) 9 (-1) 14 (+2) 3 (-4) 11(-0) 4 (-3)

Damage Immuni es cold, poison; bludgeoning, piercing, Senses passive Percep on 10


and slashing from nonmagical a acks Languages —
Condi on Immuni es charmed, exhaus on, frightened, Challenge ¼ (50 XP)
paralyzed, petrified, poisoned Hold Breath. The walrus can hold its breath for 10
Senses blindsight 60 . (blind beyond this radius), minutes.
passive Percep on 8
Languages — Ac ons
Challenge 3 (700 XP) Tusks. Melee Weapon A ack: +4 to hit, reach 5 ., one
Cold Absorp on. Whenever the golem is subjected to target. Hit: 7 (2d4 + 2) piercing damage.
cold damage, it takes no damage and instead regains
a number of hit points equal to the cold damage
dealt.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.

Melt. While in an area of extreme heat, the golem loses


1d6 hit points at the start of each of its turns.

Unusual Nature. The golem doesn't require air, food,


drink, or sleep.

Ac ons
Mul a ack. The golem makes three melee a acks.

Slam. Melee Weapon A ack: +4 to hit, reach 5 ., one


target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6)
cold damage.

Snowball. Ranged Weapon A ack: +0 to hit, range 60


., one target. Hit: 9 (2d6 + 2) cold damage.

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Winter Wolf
Large monstrosity, neutral evil

Armor Class 13 (natural armor)


Hit Points 75 (10d10 + 20)
Speed 50 .

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Percep on +5, Stealth +3


Damage Immuni es cold
Senses passive Percep on 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Percep on) checks that rely on hearing or
smell.

Pack Tac cs. The wolf has advantage on an a ack roll


against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity


(Stealth) checks made to hide in snowy terrain.

Ac ons
Bite. Melee Weapon A ack: +6 to hit, reach 5 ., one
target. Hit: 11 (2d6 + 4) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.

Cold Breath (Recharge 5–6). The wolf exhales a blast of


freezing wind in a 15-foot cone. Each creature in that
area must make a DC 12 Dexterity saving throw, taking
18 (4d8) cold damage on a failed save, or half as much
damage on a successful one.

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Appendix 1: Magic Items
Po on of Healing
Potion, common
You regain 2d4+2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Pole of Angling
Wondrous item, common
While holding this 10-foot pole, you can speak a command word and transform it into a ishing pole with
a hook, a line, and a reel. Speaking the command word again changes the ishing pole back into a normal
10-foot pole.

Boots of the Winterlands


Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following bene its:
You have resistance to cold damage.
You ignore dif icult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees
Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as
low as −100 degrees Fahrenheit.

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Appendix 2: Gate Riddle
You don’t want to enter if you can’t transmute.
Unlock my gate, or be a brute.
One from the first is moved to the next.
Both must be words. Unlock from the text.
Or jump the fence and knock on the door,
I will still open for an oafish boar.

Cape, Elven

Once, Old

Height, Tree

Tent, Sing

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Appendix 3: Maps
Temple of Hoar

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Maps: Snøskred’s Yard

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Maps: Crater and Barrel(with DM information)

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Maps: Greenhouse 2

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Appendix 4: Spell Cards
The following spells are the basis for settings or combats in this adventure, and are reprinted here for
your reference.

Temple of the Gods


7th-level conjura on

Cas ng Time: 1 hour


Range: 120 feet
Components: V, S, M (a holy symbol worth at least 5 gp)
Dura on: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side. The temple remains un l the spell ends. It is dedicated to
whatever god, pantheon, or philosophy is represented by the holy symbol used in the cas ng.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door
gran ng access to the interior and as many windows as you wish. Only you and any creatures you designate when you
cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and
whether that illumina on is bright light or dim light. The smell of burning incense fills the air within, and the temperature
is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following:
celes als, elementals, fey, fiends, or undead. If a creature of the chosen type a empts to enter the temple, that creature
must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter
the temple, the magic there hinders it; whenever it makes an a ack roll, an ability check, or a saving throw inside the
temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addi on, the sensors created by divina on spells can't appear inside the temple, and creatures within can't be targeted
by divina on spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains
addi onal hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the
temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and
an magic field has no effect on it. A disintegrate spell destroys the temple instantly.

Cas ng this spell on the same spot every day for a year makes this effect permanent.

Classes: Cleric

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Dust Devil
2nd-level conjura on

Cas ng Time: 1 ac on
Range: 60 feet
Components: V, S, M (a pinch of dust)
Dura on: Concentra on, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil
appears in the cube and lasts for the spell's dura on.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the
creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the
creature takes half as much damage and isn't pushed.

As a bonus ac on, you can move the dust devil up to 30 feet in any direc on. If the dust devil moves over sand, dust,
loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts un l
the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.

Classes: Druid, Sorcerer, Wizard

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Appendix 5. Dungeon Master Tips

To DM an adventure, you must have 3 to 7 players—each with irregularities. If they cannot, feel free to restrict item use or ask
their own character within the adventure’s level range (see them to use a standard ability score array.
Adventure Primer). Characters playing in a hardcover adventure Point players to the D&D Adventurers League Players Guide for
may continue to play too, but if they play a different hardcover reference. If players wish to spend downtime days and it’s the
adventure, they can’t return to the irst if they level beyond its beginning of an adventure or episode, they can declare their
level range. activity and spend the days now, or they can do so at the end of
the adventure or episode. Players should select their characters’
New to D&D Adventurers League? spells and other daily options prior to the start of the adventure,
unless the adventure speci ies otherwise. Feel free to reread the
http://dnd.wizards.com/playevents/organized-play adventure description to help give players hints about what they
might face.
Preparing the Adventure
Adjusting This Adventure
Before you start play, consider the following:
To determine whether you should consider adjusting the
 Read through the adventure, taking notes of anything you’d adventure, add up the total levels of all the characters and divide
like to highlight or remind yourself of while running the the result by the number of characters (rounding .5 or greater
adventure, such as a way you’d like to portray an NPC or a up; .4 or less down). This is the group’s average party level
tactic you’d like to use in a combat. Familiarize yourself with (APL). To approximate the party strength for the adventure,
the adventure’s appendices and handouts. consult the table below.
 Gather any resources you’d like to use to aid you in running
this adventure—such as notecards, a DM screen, miniatures, Determining Party Strength
and battlemaps.
Party Composition Party Strength
 Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive
3–4 characters, APL less than Very Weak
Perception score, and anything the adventures speci ies as
notable (such as backgrounds, traits, and laws). 3–4 characters, APL equivalent Weak

Players can play an adventure they previously played as a player 3–4 characters, APL greater than Average
or Dungeon Master but may only play it once with a given
character. Ensure each player has their character’s adventure 5 characters, APL less than Weak
logsheet (if not, get one from the organizer) with their starting
values for level, magic items, gold and downtime days. These are 5 characters, APL equivalent Average
updated at the conclusion of the session. The adventure
information and your information are added at the end of the 5 characters, APL greater than Strong
adventure session—whether they completed the adventure or
6–7 characters, APL less than Average
not.
Each player is responsible for maintaining an accurate 6–7 characters, APL equivalent Strong
logsheet. If you’ve time, you can do a quick scan of a player’s
character sheet to ensure nothing looks out of order. If you see 6–7 characters, APL greater than Very Strong
magic items of very high rarities or strange arrays of ability
scores, you can ask players to provide documentation for the

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