The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

D&D 5e Icewind Dale - Rime of the Frostmaiden

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by kal_lmn, 2022-04-05 01:40:03

D&D 5e Icewind Dale - Rime of the Frostmaiden

D&D 5e Icewind Dale - Rime of the Frostmaiden

FROST GIANT RIDING A MAMMOTH Running the Encounter. These goliaths are either
members of the Akannathi clan from Skytower Shelter
Even a raging blizzard can't conceal the presence of a (see page 1 6 1) or members of the Thuunlakalaga clan
frost giant riding a mammoth, as the earth rumbles from Wyrmdoom Crag (see page 166). The Skytower
and trembles with every one of the mammoth's heavy goliaths are indifferent toward the characters, but the
footfalls. Wyrmdoom goliaths are friendly.

Running the Encounter. The frost giant has come The goliaths might be involved in a quest, a scavenger
down from the Spine of the World mountains to hunt for hunt, or an elaborate dare. They might also be looking
wild game on the tundra or on the shores of the Sea of for Oyaminartok (see the "Goliaths" entry in appendix
Moving Ice. If the characters hide in the snow and keep C) or searching for a friend who got separated from
their distance, the giant and its mount continue unim­ them in a blizzard. They won't attack characters out of
peded, and the encounter ends without bloodshed. hand, but Wyrmdoom goliaths might challenge one or
more characters to an athletic contest. If the characters
Characters who confront the giant and the mammoth accept this challenge, roll on the Athletic Contests ta­
are in for the fight of their lives, for the evil giant is ble to determine what game the goliaths propose. The
happy to claim their heads as trophies as well as their goliaths are mostly interested in bragging rights, but
treasures. In addition to its greataxe, the giant carries they're open to other possible rewards. For example, the
a large net that it uses to catch walruses and seals, as characters might propose that the losing team carry the
well as an enormous lance made from a sharpened winning team's gear for a day.
mast that it uses to spear creatures while it is mounted.
This lance deals 25 (3dl 2 + 6) piercing damage in the AT H L E T I C CO N T E STS
giant's hands.
d4 Contest
A character who speaks Giant can use an action to try
to change the frost giant's attitude from hostile to indif­ Tug o' War. Two teams grip opposite ends of a
ferent, either by offering it treasure worth at least 1 ,000 SO-foot-long rope: the gol iaths on one side, the ad­
gp or by convincing it that the party is on a quest that venturing party on the other. The teams need not
would benefit frost giants in some way. For example, have the same number of members, and the goliaths
the frost giant considers Arveiaturace (see page 105) a have no objection to being outnum bered. If the
natural enemy and might spare adventurers who claim sum of the characters' combi ned Strength scores
to be hunting the great white dragon. The giant might is h igher than the sum of the goliaths' combi ned
also allow characters to pass unmolested if they claim to Strength scores, the c haracters win the tug o' war. I f
be on a quest for the spirits ofJarlmoot (see page 1 37). the sums are the same, the contest ends in a draw.
Changing the giant's attitude in this way requires a Otherwise, the goliaths win.
successful DC 17 Charisma (Deception or Persuasion)
check in addition to a sufficient bribe or a convincing 2 Hand Standing. Each participant must do a hand­
story. If the check fails, subsequent checks made by the stand and hold that position for as long as possi ble.
characters to change its attitude have disadvantage. The contest ends when the majority ofone team
can't hold their handstands and either give up or fall
GNOLLS over. Resolve the contest using DC 10 Strength (Ath­
letics) group checks: each team repeats the group
Ravenous and horrifying are the gnolls that prowl Ice­ check until one team fails it.
wind Dale. Only their small numbers keep them from
ravaging Ten-Towns, gutting its residents, and wearing 3 Shrub Pulling. Two frozen shrubs of roughly equal
their torn-out ribcages as hats. The characters encoun­ size are located nearby, and each team picks a cham­
ter a hungry pack of ld4 + 3 gnolls. They cackle with pion. Whichever cham pion u proots their shrub first
glee as they move in for the kill. wins the contest for their team. The champions make
one or more simultaneous DC 20 Strength (Athlet­
These gnolls come from the Cackling Chasm (see ics) checks; the fi rst one to succeed wins. If both
page 1 2 1), which provides them with shelter. Gnolls succeed at the same time, the one who rol led the
that are captured can lead the characters back to their h i ghest uproots their shrub fi rst. If both succeed and
lair, where they hope to gang up on the characters after their rolls are the same, the contest ends i n a draw.
luring them there.
4 Boulder Roll. Two 1 0-foot-diameter boulders are dug
Running the Encounter. The gnolls are forced to up, and a finish l i ne i s d rawn i n the snow 50 feet
range far and wide in search of food. Their hunger over­ away from them. The fi rst team to rol l its boulder
rides their reason, such that they fight until being cap­ across the finish line wins. Resolve the contest with
tured or killed. Any element of surprise the gnolls might a series of simultaneous DC 15 Strength (Ath letics)
gain by attacking the characters during a blizzard is lost group checks. With each successful check, a team
because the creatures can't contain their excitement. rol l s its boulder 10 feet closer to the fi n i sh l i ne.
Their anticipator:y cackling betrays them.

GOLIATH PARTY

The characters come across four goliath warriors (see
appendix C). They stride through the snow in single file,
spaced about 10 feet apart.

CHAPTER 2 I I CEWIN D DALE ro9
















































































Click to View FlipBook Version