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A companion supplemement for Icewind Dale: Rime of the Frostmaiden, filled with options for both Dungeon Masters and Players to further enhance their experiences in the deadly frozen north of Faerûn.

ICEWIND DALE: CHRONICLES OF TEN TOWNS 1 Sample file

2 ICEWIND DALE: CHRONICLES OF TEN TOWNS Sample file

ICEWIND DALE: CHRONICLES OF TEN TOWNS 3 Credits Version History

Writing: Gerge Coelho 1.0 • September 15th, 2020 • Release. Editing: Gerge Coelho Graphic Design: Gerge Coelho Cover Illustration: Gerge Coelho Interior Illustrations: Dungeon Masters Guild’s Creator Resources, Gerge Coelho (p.58), Pavel.Riha.CB (p.38, CC BY-SA 3.0) Revision: Gabriella Coelho

Playtest: Allan Franco, Gabriella Coelho, Gustavo Santos, Joshua Creel, Mikael Bôto.

On the Cover Mithann, retired adventurer and cleric of Amaunator, carries crucial material components for a ritual to help the people of Ten Towns live through this harsh winter when a curse of darkness settles in over the lands north of the Spine of the World.

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are Sampletrademarks of Wizards of the Coast in the USA and other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Jorge Coelho de Carvalho Júnior and published under the Community Content Agreement for Dungeon Masters Guild.

4 ICEWIND DALE: CHRONICLES OF TEN TOWNS Contents

Introduction 6 Backgrounds 26 Races & Subraces 7 Frostblood 26 Reghedmen 27 Arctic Dwarf 7 Domovoi 7 Spells 29 Frost Folk 8 Creatures 32 Snow 9 Beasts 32 Class Archetypes & Class Options 10 Monsters 39 Fighting Styles 10 Adventure 48 Artificer 10 Icedawn over Ten Trail 48 Black Icesmith 10 1. The Caravan 49 Barbarian 12 2. Trial at the Waystone 54 Reghedmen Totems 12 3. Cultist Ambush 56 Bard 15 4. Icebound Trackers 57 Stormsinger 15 5. Owl Creek Mine 59 Cleric 16 Appendix: Owl Creek Mine Map 65 Spirits Domain 16 Druid 17 Season Spells 17 Fighter 18 Acclimation 18 Monk 18 Way of the Knucklehead Roundhouser 18 Paladin 20 Oath of Survival 20 Ranger 21 Frozenfar Conclave 21 Rogue 23 Winter is Coming 23 Cold-hearted Killer 23 Sorcerer 23 Hypothermia 23 Blessing of the Frostmaiden 23 Warlock 23 Pact of the Crystal Shard 23 Wizard 24 Codicil of White 24 Sample file

ICEWIND DALE: CHRONICLES OF TEN TOWNS 5 Introduction

Greetings, fellow adventurer! Welcome to table can be found, along with rules for Extreme Icewind Dale: Chronicles of Ten Towns, a Cold, Strong Winds, Heavy Precipitation, Frigid book made both for those following the path of Water, Slippery Ice, and Thin Ice, all of which the official campaignIcewind Dale: Rime of are bound to be called upon during play. the Frostmaiden, and those setting out on their If you want to further the depth of content own around the frigid areas of the Frozenfar. in Icewind Dale, a source recommendation In this book you will find options tailored would be the Legacy of the Crystal Shard around the Icewind Dale region that campaign—set roughly ten years before Rime players might decide to use, along with an of the Frostmaiden—doubles as a Campaign introduction adventure—Icedawn over Ten Setting Guide for the region and most of the Trail—tailored for characters who are coming information remains valid and up to date. into the region and to welcome them with just The campaign even has encounters built for what it has to offer. the playtest material before 5th edition was Inside, you will also find character class published (D&D Next), almost seamlessly options for every class—some of them adaptable for a current rules campaign. along with thorough story options and This supplement is a work of love and explanations—, spells, and creatures that might dedication to this game, and hopefully one you challenge those who travel the north. will enjoy. Any feedback is always welcome: As a way to prepare to run or participate in [email protected] an adventure set in this region, we urge you to familiarize yourself with some parts of the May the dice be ever in your favor! Chapter 5 of the ’s Guide, ~ Gerge Coelho specifically pages 109 to 111, where the Weather

Video References on Icewind Dale Hollow Tale (2019/04/03): https://www.youtube.com/watch?v=pfYfgEmC5rA Jorphdan (2020/06/17): https://www.youtube.com/watch?v=BXYFaRF6BlY MrRhexx (2020/07/02): https://www.youtube.com/watch?v=ANXn8cm_OME Sample file

6 ICEWIND DALE: CHRONICLES OF TEN TOWNS Races & Subraces

Arctic Dwarf and many arctic dwarves who became adventurers were literate. Also known as the Inugaakalikurit, this lesser known type of dwarf seldomly integrates with Alignment. Arctic dwarves are more often the southern races, preferring to keep to their neutral good. hunter-gatherer life in the northern regions Ability Score Increase. Your Strength score like the Silver Marches and north of the Spine increases by 1. of the World. Stability. You roll at advantage against They have pale skin, often sunburnt, bright effects that would knock you prone. blue eyes and their hair was always white Mountaineer. You are proficient in the and often flowed freely in curly locks to Athletics skill and with the war pick. their waists, their females didn’t share the trait of other dwarf types of commonly being Also, instead of the Dwarven Resilience and able to sport beards, and those of their male the Stonecunning abilities, you gain these two counterparts usually weren’t kept as long as similar abilities below. other dwarves either. Their clan structures were much less strict, and they dressed most Cold Resilience. You have advantage on often in simple practical clothing like tunics saving throws against effects that would cause of polar bear fur, they often gathered in snow cold damage, and you have resistance against houses, like the arctic humans of the regions cold damage. in which they lived. Icecunning. Whenever you make an Arctic dwarves have a Intelligence (History) check related to the Dwarvish dialect of their own, qualities of ice and snow, you are considered called Kurit, one that is easily proficient in the History skill and add double enough understandable by your proficiency bonus to the check, instead of other dwarves, but some your normal proficiency bonus. changes often lead to either hilarious or dangerous Domovoi misunderstandings. Other languages they Small fey creatures associated with fire and may choose to learn warmth, domovoi tread on lands inhospitable are Uluik, Sossal, to their liking, hoping to bring in warmer Giant, Damaran, and spots in a freezing region. They associate Draconic, due to their with other races of these regions without shared territories. restriction, hoping to get a chance to maintain Although nearly all their campfires and forges lit perpetually, even arctic dwarves were invading abandoned hunter camps with the Sampleilliterate, Kurit did objective of keeping theirfile fires going. Their use a version of strange relation to fire does not stop there, the Dethek since they share a quality with the element in alphabet their diet, often consuming pieces of firewood

ICEWIND DALE: CHRONICLES OF TEN TOWNS 7 or handfuls of dried grain to burn inside Frost Folk themselves, which also does not stop them from eating the odd rodent from time to time. A race of humans that long ago struck a bargain with a cold higher power to ensure their own Ability Score Increase. Your Dexterity survival, they often have bright blue eyes, pale score, your Intelligence score, your Wisdom snowy skin, and blonde hair so pale as to be score, and your Charisma score all increase by 1. almost white, traits reachable by some human Your Strength score decreases by 1. ethnicities, though the noticeable chill that Age. Domovoi age like dwarves do. surrounded them was often what set them apart. Alignment. Most domovoi are chaotic good. Frost folk are feared, and the chill that Size. Little over 2 feet tall, domovoi are small. surrounds them is more than physical. Human Speed. Your base walking speed is 20 feet. tribesfolk don’t trust them and call them “ice Darkvision. Domovoi have superior vision demons.” Goblins, and others of the region in dark and dim conditions. You can see in have a superstitious fear of their ice blast. dim light within 60 feet of you as if it were Frost folk were originally humans from Sossal, bright light, and in darkness as if it were dim and were thus said to be distant relations of the light. You can’t discern color in darkness, only modern Sossrim, tracing their origin to the war shades of gray. between Raumathar and Narfell. Many from Innate Spellcasting. You tap into your fiery Sossal allied themselves with the Raumathari nature to innately cast certain spells, requiring and sought power from the “cold outer no components. You gain the produce flame darkness” (allegedly, ice devils), and cantrip. When you reach 3rd level, you so the frost folk were born. Though gain the ability to cast either flaming much more common in the eastern sphere or pyrotechnics (smoke only) parts of the northern frozen lands, once per day. Your spellcasting some are known to travel ability for these spells is across to the west. Charisma. No matter Slippery. Ability Score Increase. how much you wash, you One between your are always coated in soot Strength, Dexterity or and ashes, you are slippery Constitution scores is and difficult to get a hold increased by 2, another is of. You roll Dexterity increased by 1, the last (Acrobatics) checks one is not increased. to resist grappling at Age. Frost folk age advantage. like humans do. You Soot Skin. Alignment. Most gain +1 natural armor, frost folk tend towards you are immune to fire selfish neutrality and evil. damage, but vulnerable Size. Frost folk are as to cold damage. tall as humans. Your size Languages. You can is medium. speak, read, and write Speed. Your base Common, Ignan and Sylvan. walking speed is 30 feet. Sample Darkvision.file Frost folk have superior vision in dark and dim conditions. You can see in dim light

8 ICEWIND DALE: CHRONICLES OF TEN TOWNS within 60 feet of you as if it were bright light, environment. As a result, snow elves tend to and in darkness as if it were dim light. You can’t leave their cities only rarely, and have not had discern color in darkness, only shades of gray. much contact with the outside world. Ice Cold Skin. You gain +1 natural armor, Contrasting with more common elves, snow you are immune to cold damage, but vulnerable elves are usually slightly taller than humans, with to fire damage. males reaching up to 7 ft and females at around Snow Sight. No weather effect, mundane 6’4”. Their hair is often curly and in narrow or magical, alike a snowstorm can obscure your variations of color between white and pale vision. blonde, with eerie eyes of pure white or silver. Ice Blast. As an action, you can focus the They were rumored to live on the top of cold energy exhaling from your eyes and freeze mountains in cities built of ice that protected an area ahead. This ice blast affects a 15-foot them from the cold weather. They rarely left cone ahead of you, each creature in the area their settlements and seldom had contact with of the blast must make a Constitution saving the external world. After coming to Toril, they throw. The DC for this saving throw equals 8 largely adapted the worship of two particular + your Constitution modifier + your Proficiency deities among the Seldarine, Rellavar Danuvien Bonus. A creature takes 2d6 cold damage on a failed - a minor elven god of cold and protection save, and half as much damage on a successful one. from the elements - and Tarsellis Meunniduin The damage increases to 3d6 at 6th level, 4d6 at 11th - another minor elven god of mountains, rivers, level, and 5d6 at 16th level. and wilderness, and acting as their patron deity. After you use your ice blast, you can’t use it again until you complete a Ability Score Increase. Your Constitution short or long rest. score increases by 1. Languages. You can speak, Elf Weapon Training. You have proficiency read, and write Common. with the Longsword, Shortsword, Shortbow, and Longbow. Heights Born. You’re acclimated to high Snow Elf altitude, including elevations above 20,000 feet. Ice Sculptor. You are considered proficient Actually not a subrace whenever using Mason’s Tools or Woodcarver’s native to Toril, the Tools to sculpt structures and statues out of ice. snow elves are native to Oerth, in the Greyspace, with a few among their kind having crossed into Realmspace, specifically around the High Ice on mountain- top cities that remain all but isolated from other elven-kind and the rest of the world. They have no physical resistance to Samplethe cold, but their cities are file rumored to be built out of ice to shield their citizens from the surrounding

ICEWIND DALE: CHRONICLES OF TEN TOWNS 9 Class Archetypes & Options

Fighting Style Chardalyn or Black Ice? When you gain the Fighting Style feature, you Chardalyn, or Black Ice, is the material get access to the variants below. that the leftover pieces of Crenshinibon, the Crystal Shard, became after years left to the elements. Black Ice was first found Snow Guerrilla and worked upon by dwarven miners in Fighting Style Option You roll Dexterity (Stealth) checks at advantage 1485 DR, the rough black ice had cold and while in icy or snowy terrain. You ignore corrupting properties only found much difficult terrain caused by ice and snow, and later, which led to civil unrest among your attacks have advantage against creatures the denizens of the Dwarven Valley for in difficult terrain caused by ice and snow that a period, though if smithed like metal, have no way of ignoring the difficulty. You roll the material could be shaped into strong at advantage against being knocked prone while pieces of weapons and armor. Black Ice in icy or snowy terrain. was ultimately the fusion between the unforgiving cold of the dale with the corrupting magic of Crenshinibon. Winter Champion Further studied through the years— Fighting Style Option You learn two cantrips of your choice among the though with some references to its use dating back to the empire of Netheril—the following: chill touch, frostbite, gust, ray of frost, refined Chardalyn is used as a formidable thaumaturgy. If you have any class levels with the receptacle for enchantments and Spellcasting feature, they count as spells spellwork, sought after by spellcasters of that class for you and you use that class’ and fetching a high price in the market. spellcasting ability. Otherwise, you may choose The names are confused at times, but the your spellcasting ability between Intelligence, term ‘Black Ice’ is often used to refer to Wisdom, and Charisma. its more crystalline and somewhat rough Whenever you gain a level, you can replace appearance applied to weapons and one of these cantrips with another cantrip from armor, while the term Chardalyn is more among the same options. used when referring to enchanted crystals and arcane relics. Both materials seem almost identical in properties and uses, and references Artificer to it often interchange one name for the other, even when citing its history and Black Icesmith Crenshinibon. Some sages might argue Artificer Archetype that an earlier incarnation of the Crystal You found the leftovers of the crystal towers Shard might have appeared in the old of Crenshinibon, probably in either Zakhara, Netherese empire, which led to their IcewindSample Dale, or wherever they might have been relics being already presentfile and the use of brought to. Seeming translucent at first glance, Chardalyn diffused by them much before a trick of the eye caused it to look darker the Crenshinibon appeared in Icewind Dale. longer you squinted at it, as if the stone were

10 ICEWIND DALE: CHRONICLES OF TEN TOWNS drinking in light. You studied the curious black and provided you have more material and time, icy material that was left after the energies of you can forge more later, working at twice the rate the otherworldly crystal all but faded, and the you would with other materials. Weapons made lingering powers became your obsession. from Black Ice surpass damage resistance as if they With time and study, you managed to wield the were magical and deal 1 extra cold damage, armors powers of this strange material to wondrous and made from Black Ice grant resistance to cold powerful effects. damage, and shields made from Black Ice apply their AC bonus (usually +2) to saving throws Black Icesmith Spells against effects that would deal cold damage. 3rd level Black Icesmith feature However, items made from Black Ice also You always have certain spells prepared after have a corrupting quality to those who wield you reach particular levels in this class, as them and even to those who linger near them shown in the Black Icesmith Spells table. These for a length of time. After being within 30 ft. of spells count as artificer spells for you, but they an item made of Black Ice for a total period of don’t count against the number of artificer ten days, you must roll a DC 12 Wisdom saving spells you prepare. throw, on a failure, you roll on the table below, if you wield or wear the item it takes half that Black Icesmith Spells time for this corruption to take effect. These Level Black Icesmith Spells flaws fade off after avoiding contact or proximity 3rd armor of Agathys, ice knife with Black Ice for another ten days for each 5th Snilloc’s snowball swarm, hold person corruption effect you acquired. As a crafter, you 9th enemies abound, sleet storm are aware of the Black Ice’s corrupting qualities, 13th compulsion, ice storm and might choose to spend most of your time 17th cone of cold, geas away from your adventuring companions when possible, or choose not to. Frigid Corruption 3rd level Black Icesmith feature Black Ice Corruption (d6) Whenever you deal cold or necrotic damage, 1. You are unable to benefit from your next long increase that damage by half your proficiency or short rest. modifier. Additionally, whenever you would 2. You develop a random form of short-term deal cold damage, you can change it to necrotic madness. and vice-versa. 3. You develop a random form of long-term madness. Icesmith Gear 4. You develop a random form of indefinite 3rd level Black Icesmith feature madness. You have learned how to work with the 5. You gain the flaw “I am always paranoid that treacherous material known as Black Ice. Leftovers someone is going to steal my Black Ice.” from the towers created by the Crystal Shard 6. You move one step on your alignment Crenshinibon, after burning out its power, only towards evil (Good, Neutral, Evil). a black crystalline form of ice was left behind, feeling cold to the touch and melting like metal. It can be worked in a forge to take shape just as iron and steel, but it retains a crystalline surface no matter how much you hammer it. It also retains a bit of Crenshinibon’s corrupting nature. SampleUpon reaching 3rd level you are considered to file have finished working on two pieces of Black Ice weapons (or 20 pieces of ammunition) or armor,

ICEWIND DALE: CHRONICLES OF TEN TOWNS 11 Black Ice weapons and shield do not require for a character with backstory ties with the attunement, while armors do, but Black Icesmiths Reghedmen of Icewind Dale, and presented themselves ignore the attunement requirement for below are options related to the specific totems their own Black Ice armor. of these people that further add to the possible representations of these people in game. These Tool Proficiency options are additional in regard to the features 3rd level Black Icesmith feature presented in the Player’s Handbook. You gain proficiency with smith’s supplies. If you already have this proficiency, you gain proficiency Reghedmen Totems with one other type of artisan’s tools of your choice. Path of the Totem Warrior Options TheTribe of the Elk is the largest and the most Deep Freeze tolerant of outsiders. It’s also the tribe of the 5th level Black Icesmith feature Reghed hero Wulfgar, son of Beornegar. Members Once per turn, whenever you deal cold or of the Elk Tribe view the people of Ten-Towns as necrotic damage, you deal bonus damage equal “tame folk” who are ill-bred and ill-equipped for to your Intelligence modifier (minimum of +1). life in Icewind Dale. The tribe keeps its distance Whenever you apply this extra damage, you also from Ten-Towns to avoid misunderstandings. ignore any resistance to cold or necrotic damage. The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty Chill Absorption years old—ancient by tribal standards. Jarund 9th level Black Icesmith feature rules his tribe with a sure hand and is the oldest The spellabsorb elements is always considered leader among all the Reghed tribes. to be prepared by you, not counting against TheTribe of the Tiger is the most racially the number of spells you are able to prepare. diverse of the Reghed tribes, as it is this tribe that Additionally, you may also use it against collects the people sacrificed to Auril from the necrotic damage, and whenever you use it to Ten-Towns to add them into their fold. It’s also the absorb cold or necrotic damage, you do not most tightly knit of the three smaller tribes. They expend a spell slot while doing so. shun the stronger Elk Tribe and prey on the weaker Bear and Wolf Tribes. Of all the Reghed tribes, the Crystal Chill Tiger Tribe is the most comfortable preying on 15th level Black Icesmith feature the weakness of their rivals as well as Ten-Towns. Whenever you deal cold or necrotic damage The Leader of the Tiger Tribe is Queen Bjornhild to a creature, the creature must succeed on a Solvigsdottir. Bjornhild worships the Frostmaiden Constitution saving throw or be poisoned and and is so ruthless that her enemies believe she has become vulnerable to the next source of cold or actual ice flowing through her veins. necrotic damage it takes until the end of their TheTribe of the Wolf is the smallest and next turn. weakest of the four remaining Reghed tribes, and If the creature is resistant to cold or necrotic even its most optimistic members don’t think it will damage, it loses that resistance for the duration survive much longer under its current leadership. instead, and if the creature is immune to cold or The Wolf Tribe has been without a king or queen for necrotic damage, it is not affected, but may still years. Its most powerful chieftain, Isarr Kronenstrom, be poisoned. is a psychotic brute who worships Malar. Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim. He hunts Ten- Barbarian Towners for sport, bathes in their blood, and strikes Samplefear into the hearts of his enemies.file Though Isarr’s The Path of the Totem Warrior archetype clan is small, the other Wolf chieftains are too weak present in the Player’s Handbook fits neatly and disorganized to challenge him.

12 ICEWIND DALE: CHRONICLES OF TEN TOWNS TheTribe of the Bear has seen its strength and numbers wane in recent years, and sharply after some among them turned to the worship of Auril roughly a decade ago. This comes as no surprise to anyone, as encounters with the Bear Tribe often end in bloodshed. Internal strife has splintered the Bear Tribe. Gunvald Halraggson, the thirty-year-old Bear King, cuts a massive figure and is renowned for his size and strength. He tries to be honorable, but he is without mercy and doesn’t change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. TheTribe of the Seal collectively decided to migrate north long ago, into the Sea of Moving Ice seeking better hunting conditions, but have died off eventually to the perils found there, with only a few lone stragglers left behind, and the Tribe of the Caribou dwindled and almost disappeared after harsh winters, but a few scattered wanderers carry on their enduring traditions. There are warriors in the Tribe of the Elk that still cling to traditions from their roots in the tribes of the Seal and Caribou, the larger tribe having absorbed much of the other two.

Totem Spirit 3rd level Path of the Totem Warrior Options Caribou. While raging, if you move at least 20 ft. straight toward a creature up to one size category larger than you and hit it with a melee attack, the attack deals 1d6 extra bludgeoning damage and the creature must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your Proficiency modifier or be knocked prone. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 6d6 at 16th level. Crag Cat. While raging, you have advantage on saving throws against any spell that targets only you (not an area). If your saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on you and instead targets the caster. Polar Bear. You gain the endurance and ability of a polar bear. You are resistant to cold Sampledamage and your carrying file capacity is considered using your Strength score plus 4. Additionally, while raging, you are immune to cold damage.

ICEWIND DALE: CHRONICLES OF TEN TOWNS 13 Seal. You gain swim speed equal to your Polar Bear. You gain swim speed 20 ft., you speed. While raging, you can use the Dash gain the Keen Smell feature, gaining advantage action as a bonus action and can move 5 ft. on Wisdom (Perception) checks that rely on without provoking opportunity attacks as a smell, and you roll against incoming grappling reaction every time a melee attack misses you. and shove checks at advantage, also applying on Winter Wolf. While you’re raging, you checks to free yourself from grappling. can Shove as a bonus action after hitting a Seal. You are resistant to cold damage and creature with a melee attack, but only to immune to the effects of hypothermia with knock creatures prone, not push them away. regards to being submerged or drenched in Additionally, also while raging, your rage freezing water. Additionally, you can perform a damage bonus can be turned into cold damage, swimming leap with a 10-foot swimming start, if you choose so, every time it is applied, and it jumping out of or across the water up to 25 ft. is doubled against prone targets. and doubling that if you spend a Dash action. Winter Wolf. You gain the Keen Hearing Aspect of the Beast and Smell feature, granting you advantage on 6th level Path of the Totem Warrior Options Wisdom (Perception) checks that rely on hearing Caribou. While you aren’t wearing heavy or smell. Additionally, whenever your allies armor, you can dash as a bonus action, you ignore damage a creature within 5 ft. of you, they deal difficult terrain while doing so and you also roll extra damage equal to your rage bonus damage. against being knocked prone at advantage during that movement. Totemic Attunement Crag Cat. While in snowy terrain, you cannot 14th level Path of the Totem Warrior Options be targeted or detected by any divination magic Caribou. While raging, you can use a bonus or perceived through magical scrying action during your move to pass through the space sensors, and you roll Dexterity of a creature up to one size category larger than you (Stealth) and Wisdom (Perception and deal damage equal to your rage bonus damage. and Survival) checks at advantage. If you knock a creature prone on the same turn, you regain your bonus action.

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