TABLE OF CONTENTS Credits...... 1 Table of Contents...... 2 Introduction...... 3 Running Encounters on the Ice...... 3 Encounter 1: The Crusader...... 5 Overview...... 5 Background...... 5 The Encounter...... 5 Outcomes & Rewards...... 6 Scaling the Encounter...... 6 Oleg...... 6 Encounter 2: The Fey Raiders...... 7 Overview...... 7 Background...... 7 Shulikun...... 7 The Encounter...... 8 Outcomes & Rewards...... 8 Scaling the Encounter...... 8 Encounter 3: The Magic Fish...... 9 Overview...... 9 Background...... 9 The Encounter...... 9 Sprekker’s Characteristics...... 10 Outcomes & Rewards...... 10 Sprekker...... 10 Scaling the Encounter...... 10 Awakened Animal Characteristics...... 11 Encounter 4: The Skating Team...... 12 Overview...... 12 Background...... 12 The Encounter...... 12 Outcomes & Rewards...... 12 Scaling the Encounter...... 12 Skater Goblin...... 12 Appendix A: Maps...... 13 Player Map...... 13 DM Map...... 14 Sample file

2 INTRODUCTION RUNNING ENCOUNTERS ON THE ICE Two armies march against each other in the cold of winter: To run the encounters in this supplement, you’ll need the Dungeon Master’s Guide, although the relevant rules are heavily armored zealots on one side face off against a ragtag repeated here for your convenience. The first encounter group defending their homes. The battlefield is a slick sheet of uses NPC stat blocks that can be found in the Monster ice. Though they seem outmatched, the ragtag fighters hold Manual or the Basic Rules. All of the encounters were created to be used within Icewind Dale: Rime of the their own, and at the climactic moment, the straining ice Frostmaiden, but they can be easily adapted to any arctic or breaks under their opponents feet. The zealots are swallowed winter setting. by the frigid waters below. The combat encounters have been optimized for a 3rd level party of four adventurers, and all can be introduced It’s a powerful scene, retold in historical fiction and during overland travel in chapters 1 or 2 of Rime of the fantasy fiction alike. Such dramatic battles almost Frostmaiden. Each encounter also has notes for scaling the certainly never took place in reality, but it is true that in difficulty for weaker or stronger parties. cold lands like , Mongolia, and the Baltics, battles All of the encounters are designed to take place at least were fought on frozen lakes and rivers. Whether you’re in part on ice. The following section includes simplified looking for a spectacular set piece or trying to add rules for moving on thin ice to speed up combat and to give historical realism to your game, battles on the ice will add resourceful players ways to use this terrain to their new challenges and opportunities for adventurers in advantage. Icewind Dale. THIN ICE You can use the rules in the Dungeon Master’s Guide to deal SIDEBAR: THE BATTLE ON with encounters on thin ice, which stipulate determining The historic “Battle on the Ice” took place in the year 1242 on the the weight tolerance of each 10-foot-square area of thin frozen Lake Peipus, between the crusaders of the ice and keeping track of the weight of creatures moving and the Republic of Novgorod, the latter led by the young Russian over the ice. This supplement provides alternate rules to prince, . Nevsky’s victory halted a period of eliminate some of the information the DM needs to keep expansion of the Livonian Order and brought Novgorod to the track of and to provide more player agency. height of its power. When a creature first moves onto an area of thin ice, Nevsky might have lured the large crusader army into the ice to they must make a Dexterity (Acrobatics) check with the DC tire the heavily armored knights, who were less used to fighting in determined by their size, armor, and other factors (see the such conditions. The detail of the breaking ice was invented by the “Thin Ice Skill Checks” table). On a failed check, the ice preeminent Soviet film director Sergei Eisenstein in his 1938 begins to crack. When a creature moves onto an area of historical epic Alexander Nevsky. The film was part propaganda, cracked ice, or if a creature attempts to move off of the but Eisenstein was also a cinematic pioneer, and his depiction of cracked ice, they must make a Dexterity (Acrobatics) check the Battle on the Ice influenced movies from Mulan to The Empire using the same table. On a failed check, the cracked ice Strikes Back. breaks: the creature and all other creatures within 5 feet must succeed on a DC 12 Dexterity saving throw to avoid falling into the frigid water. Thin ice is not easily discernible. Characters must succeed on a DC 15 Wisdom (Survival) or Wisdom (Perception) check to notice areas of thin ice. THIN ICE SKILL CHECKS Size / Equipment / Condition DC Small size 5 Medium size 10 Large size 15 Light armor +2 Medium armor +4 Heavy armor +6 Using the Dash action +5 Within 5 feet of another small or larger +5 Samplecreature file

3 BREAKING THE ICE (INTENTIONALLY) IDEBAR HEATER OF THE IND Creatures can try to break ice on purpose by making an S : T M attack roll against AC 12. A successful attack degrades the If you’re running a combat without using a map or battle grid, you ice in a 5-foot-square area by one level: normal ice can still use thin ice as an environmental hazard. First off, be sure becomes thin ice, thin ice becomes cracked ice, and everyone in the party is able to make a skill check to spot the areas cracked ice breaks. A successful attack with fire damage of thin ice. Those who succeed can freely move around these degrades the ice by two levels: normal ice becomes cracked dangerous spots or use them to their advantage. If a character fails ice and thin or cracked ice breaks. Cold damage has no the check, give them a 25 percent chance of walking onto a patch effect against ice. of thin ice each round they move on the ice. If a combatant is When a creature breaks an area of ice, each creature specifically trying to lure them onto thin ice they haven’t noticed, within 5 feet of the hole must succeed on a DC 12 Dexterity give them a 75 percent chance of hazarding onto the thin ice. If a saving throw to avoid falling into the frigid water. The character wants to push an adversary onto thin ice, you should creature that broke the ice has advantage on this saving assume there will be a spot near enough for them to do so. The throw. same goes for an enemy trying to push one of the characters onto thin ice. SLIPPERY ICE Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

FRIGID WATER As stated in the Dungeon Master’s Guide, a creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water. After being immersed in frigid water, a character continues to suffer from its effects until they can change into dry clothes. If you want to add another challenge to encounters on thin ice, you may require anyone falling into frigid water succeed on a DC 10 Constitution saving throw or become stunned for one round. To climb out of the water onto ice, a creature must use their action to make a DC 10 Strength (Athletics) check, or a DC 15 Strength (Athletics) check if they’re wearing medium or heavy armor. A creature that succeeds climbs onto the ice prone next to the hole. Sample file

4 THE ENCOUNTER ENCOUNTER 1: THE You can place this encounter in chapter one or chapter two. Oleg still has some contacts within the Ten Towns, so he CRUSADER may be aware of the party’s reputation if they have already completed some quests to help the towns.

OVERVIEW READ-ALOUD TEXT: Summary: when the adventurers attempt to cross a frozen river, a crusader and his minions challenge them to a The river is about 40 feet across, but this section is frozen solid battle on thin ice with ice. On a small, snow crusted hillock above the other bank, Type: Combat/Social looms an armored knight. A helm hides his face save for a small Base Challenge: 3 “T” shaped slit. Scale mail is visible under his heavy fur cloak. His shield is battleworn with scratches and dents. He stands at attention with his sword resting on the frozen ground. Two others ACKGROUND stand a short distance behind him, wearing rougher looking OlegB is a relative newcomer to Icewind Dale, having first cloaks and lighter armor. The armored figure at the front greets arrived from Damara five years ago. When Auril’s eternal travellers: “Well met. You’ll not cross this river unless you pay a winter first began, folks throughout the Ten Towns began price, in gold or blood.” pointing fingers. Oleg’s voice became one of the loudest, laying blame on the frost druids for being complicit in Oleg guards a frozen river crossing with one tribal warrior Auril’s scheme. He even went so far as to organize several and one bandit. Oleg has chosen this spot on purpose small forays to hunt down any frost druids he could find. because he knows it is a common crossing, and he already When Oleg’s actions coincided with increased animal knows which areas of ice are thin and liable to break. In attacks, his fellow townsfolk decided he was too much of a most cases, he will demand a tribute of 200 gold pieces for liability. Oleg was banished into the wilderness, meant to the party to cross. However, if the party has any druids, he die as a sacrifice to Auril. will attack on sight. However, Oleg has managed to survive in the wilderness If the party chooses to pay, he’ll tell them to drop their despite all odds. He has assembled a small following, gold at the frozen river’s edge and to back away to a including some of those who accompanied him before his distance of 40 ft. He and the tribal warrior will cross while banishment and other sacrificial exiles he adopted in the the bandit covers them, and take the gold back to the far wild. His primary goal is still to kill as many frost druids as side of the frozen river to count it. If the adventurers have he can find, but he now also carries a grudge for the Ten given him the full amount, he’ll keep his word and let them Towns. Therefore, he and his band engage in banditry with cross, telling them to follow the same path he took. little discretion, though in Oleg’s mind it is still for a If the party tries to fight, Oleg will try to use the thin ice greater good. to his advantage. Oleg will position himself near the middle of the river on a safe crossing between areas of thin ADVENTURE SEEDS ice. He will attempt to goad enemies into engaging him in Choose which town Oleg was banished from. Those towns melee, using his compelled duel spell if necessary. When that practice humanoid sacrifices to Auril (Bryn Shander, possible, he will use his shield bash to push melee Easthaven, Targos) make the most sense, but any town combatants into dangerous areas. If reduced to 15 hit may have made the drastic move to banish him for rabble points or less, Oleg will try to sue for peace, offering gold rousing. or service to those who bested him. If the adventurers You may optionally foreshadow the encounter with one refuse, he will not flee but fights to the death, though his or more items from the “Rumors” table. followers will flee if they’re able. If the party tries to find another route, Oleg and his RUMORS followers will discreetly try to follow them from the other d6 Rumors side just to cut them off further down. Adventurers who 1 A Paladin named Oleg was banished from town for fomenting succeed on a DC 12 Wisdom (Perception) check will notice violence against the frost druids. the Oleg and company following them. If the adventurers 2 A local merchant was waylaid by a group of humanoids at a want to try to outpace Oleg without confronting him, they nearby river crossing. must make a DC 15 Wisdom (Survival) check. Success 3 Last night, someone was trying to recruit people to join some means they are able to lose Oleg and reach a suitable bandits camped a few miles from town. crossing but add two hours onto their total travel time. 4 An armored figure has been challenging travellers to combat Failure means they simply meet Oleg and his followers the not far from town. next time they attempt to cross. Oleg will not travel more 5 A local man was found dead in the river. He had stab wounds than two hours from his home base, nor will he follow the and water in his lungs. party into inclement weather. If the party tries to find out more about Oleg, they may 6 Some local ruffians skipped town last month. They claimed Samplebe able to convince him to let themfile cross without a fight. If they were joining a crusade to finally end Auril’s winter. they are particularly persuasive, they may even be able to gain him as a temporary ally.

5  OLEPLAYING HALLENGE His multiattack lets him make three melee R C attacks. The adventuring party will need to succeed at three  For his spells and Abjure ability, increase the save Charisma (Persuasion) checks over the course of their DC to 14. conversation with Oleg in order to successfully convince  His melee, ranged, and spell attacks are +6 to hit. him to let them pass peacefully. They can try multiple  He gains 3rd level spells (2 slots): crusader’s times by making different arguments, but if they fail three mantle, elemental weapon times, Oleg will no longer negotiate. The conversation DC  His challenge increases to 4 (1,100 XP) for dealing with Oleg starts at 12. Increase the DC by 2 for every quest the adventurers have completed to help the You can also make the encounter more difficult by giving Ten Towns, and increase it by 5 if there are any druids or Oleg more henchmen, using the stat blocks for the acolyte, awakened animals in the party. bandit, tribal warrior, or (if you’ve increased Oleg’s CR) Adventurers who inquire more about his motives and the veteran. history can uncover a trait, bond, ideal, or flaw by succeeding on a Wisdom (Insight) skill check against OLEG Oleg’s conversation DC. Each characteristic can reduce the Medium humanoid (human),lawful neutral conversation DC for one of their Charisma (Persuasion) Armor Class 16 (scale mail, shield) checks by 5. If multiple adventurers participate in the Hit Points 57 (6d10 + 24) conversation, making substantive contributions, they can Speed 30 ft. give their party members advantage on the Wisdom (Insight) and the Charisma (Persuasion) checks. STR DEX CON INT WIS CHA Some effective strategies for dealing with Oleg include: 15 (+2) 11 (+0) 18 (+4) 9 (−1) 12 (+1) 14 (+2)  Convincing him that they share common ideals Skills Athletics +5, Perception +4 with him and value battle prowess Senses passive Perception 14  Appealing to his vanity, and convincing him that Languages Common, Damaran the Ten Towns need his help even though they’ve Challenge 2 (450 XP) banished him  Convincing him that they all share a common Crampons. Oleg and his followers are equipped with crampons and can enemy in Auril, and that they should not be move over slippery ice without slipping. working at cross purposes Spellcasting. Oleg is a 6th-level spell caster. His spellcasting ability is At the DM’s discretion, f the players make particularly Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following convincing arguments or exceed the DCs on their Charisma paladin spells prepared: (Persuasion) checks by more than 5, Oleg may actually 1st level (4 slots): bane, command, compelled duel offer to help the party on future quests. 2nd level (2 slots): branding smite, hold person ACTIONS OLEG’S CHARACTERISTICS Trait: As a child, I was once lost for a week in the forest. It Multiattack. Oleg makes two melee attacks. made me a survivor. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 Bond: I am a devoted follower of the Red Knight, I seek + 2) slashing damage, or 8 (1d10 + 3) slashing damage if used with two always to prove the superiority of her teachings, and hands. therefore my worthiness to her. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 Ideal: Prowess. The skilled triumph over the weak, that’s (1d4 + 2) bludgeoning damage. If the target is Large or smaller, it must just the way of it. (Lawful) succeed on a DC 13 Strength saving throw or be pushed 5 feet back from Flaw: I go out of my way to start fights in order to prove Oleg. my strength. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. UTCOMES EWARDS Abjure. Oleg targets one creature he can see within 30 feet of it. If the target OlegO and his followers & carry R about 140 gp (4d6 × 10) worth can see Oleg, the target must succeed on a DC 13 Wisdom saving throw or be of coins, gems, and trade goods, which they will forfeit if frightened and paralyzed for one minute. The target can repeat the saving defeated in combat. If the party successfully negotiates a throw at the end of each of its turns. peaceful passage with him, they should earn the same amount of XP as if they had defeated him and all of his REACTIONS followers in combat. Parry. Oleg adds 3 to his AC against one melee attack that would hit him. To do so, Oleg must see the attacker and be wielding a melee weapon. CALING THE NCOUNTER IfS the adventurers are lower E level, you may have them encounterSample Oleg alone, without any henchmen. file If the adventurers are higher level, you can make Oleg a stronger combatant with the following quick changes:  His hit points increase to 95 (10d10 + 40)

6 SHULIKUNS IN ICEWIND DALE ENCOUNTER 2: THE Shulikuns generally only emerge on or around midwinter day, the holiest day to Auril the Frostmaiden. During the FEY RAIDERS long winter Auril has created, they have been emerging more often and roaming further afield. Whether this is due VERVIEW to the colder conditions or something to do with Auril O herself is unclear. Summary: evil aquatic fey that emerge from frozen lakes or rivers and try to drag their victims back below Type: Combat SHULIKUN Small fey, neutral evil Base Challenge: 3 Armor Class 15 (scale mail) Hit Points 60 (8d6 + 32) ACKGROUND Speed 25 ft., swim 30 ft. InB the northern reaches of the world, Shulikuns lie in wait to assault unwary travellers. These squat green fey STR DEX CON INT WIS CHA somewhat resemble bloated goblins, but they are easily 14 (+2) 13 (+1) 18 (+4) 12 (+1) 12 (+1) 9 (−1) identified by their conical metal helmets that are half- Skills Athletics +4, Hide +3, Perception +3 again as high as they are. They use these strange helms to Damage Immunities cold break through ice sheets from underneath before they drag Senses darkvision 60 ft., passive Perception 13 their quarry to drown beneath the depths. Languages Aquan, Common, Sylvan Fire and Water. Though they don’t look the part, Challenge 1 (200 XP) Shulikuns are aquatic creatures. They breathe both water and air, and are able to swim easily in full armor, gliding Amphibious. The shulikun can breathe air and water. headfirst like missiles beneath the waves. With feet that resemble horse hooves, it’s obvious that their swimming Icebreaker. The shulikun uses its sharp metal helmet to break through ice. ability has a magical origin and is not rooted in any natural As part of its normal movement, the shulikun can break through up to 5 feet biology. of ice, leaving a 5-foot-wide hole. The shulikun can move to any space Even stranger for a creature of the water, Shulikuns adjacent to where it broke through without expending extra movement or have power over elemental fire. Their eyes have an making a skill check. It can move over ice at its full movement speed and unnatural glow and their breath smells of sulfur, as if each without risk of slipping. Shulikun had an oven in its belly. Even in arctic climates, The shulikun may break through the ice underneath another creature. If it their weapons glow red hot and burn to the touch. does so, the creature must succeed on a DC 14 Dexterity (Acrobatics) check Shulikuns usually carry swords, but their favored weapons or be knocked prone onto a random adjacent space. If the creature are sharp hooks they use to ensnare their victims. succeeds, it moves to an adjacent space of its choice. Holiday Enforcement. Shulikuns are loosely associated Pack Tactics. The shulikun has advantage on an attack roll against a creature with the Unseelee fey. Their role, as it is, is to punish if at least one of the shulikun’s allies is within 5 feet of the creature and the ally winter revelers they consider to be improper. Their main isn't incapacitated. targets are those who celebrate too much: mainly drunks. However, they’ll also assault those who fail to celebrate ACTIONS midwinter day, and sometimes they’ll even pick out Branding Hook. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 targets who they consider to be celebrating in the wrong (1d6 + 2) piercing damage and 2 (1d4) fire damage, and the target is way. Their criteria for proper celebrations may change day grappled (escape DC 14). Until this grapple ends, the shulikun cannot use its to day, of course, so in truth any travelers near their hook. haunts are at risk. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 For minor violations, Shulikuns have been known to + 2) piercing damage and 2 (1d4) fire damage. simply brand their victims and leave them bloodied. If they’re in a good mood, they may demand that people they Net. Ranged Weapon Attack: +2 to hit, range 5/15 ft., one Large or smaller encounter make a small sacrifice or perform a task to creature. Hit: The target is restrained. A creature can use its action to make a prove their holiday spirit. Their demands may be very DC 10 Strength check to free itself or another creature in a net, ending the specific, for instance finding a particular food or drink, or effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the they may test people to complete feats of strength or skill. target without harming it and destroys the net. However, if they’re in a bad mood, or hungry enough, they’ll always find their victim’s performance lacking in some way, or will skip the pretense of making demands and skip right to abduction. Shulikuns are most often encountered near their homes in lakes and rivers, but on midwinter night they venture into settlements.Sample Above water, they are always file encoutnered in pairs or in larger hunting parties.

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