Encounters in Icewind Dale is a 5e supplement that consists of 24 encounters ranging from short to long one, some even could be considered micro-adventures! The supplement is meant to enrich your game, whether it passes in Icewind Dale or in any other arctic setting! The encounters are based on exploration, social interaction and combat!
This is a moody arctic wilderness/dungeon adventure in which the player characters must undo an ancient frost giant curse that plagues a barbarian village and its tribal chieftains. The PCs will travel across a frigid tundra en route to the deserted mountain keep of the frost giants where they must put an end to the curse before the restless ghost of the frost giant king rises again to claim another victim.
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
A 20th level one-shot "An ancient white dragon guards a mystical portal. Its power grows and threatens the world with eternal winter. Can the adventurers close the portal and defeat the dragon? Or will they end up just another frozen snack?" Not sure of what to throw at your epic level players? Try this! This 20-page, 4-6 hour adventure is sure to give them a chance to prove their worth. It includes... - An arctic location adaptable for any campaign - Three large battle maps - Action-oriented stat blocks for all monsters - Snow weirds! - ...and other stuff! Perfect as a high-level one-shot or a campaign finale.
Will your party survive the frostbite Frostbite Gauntlet? A sequel to The Great Trial, this module is an arctic, highly challenging gauntlet focused on exploration and combat, planned for fours 10th-level characters. The adventure can be also run as a one-shot or as part of any campaign for that level. For more information on The Great Trial, see at the end of this page. The module is divided in two parts: Chapter 1 The gauntlet itself, the party will be taken to a demi-plane against their will and from there, they have a simple goal: leave. However, a powerful undead guardian will make things difficult. The party needs to find some of the sources of power of Deathwings, the guardian, to weaken it and have a chance against it. Chapter 2 After leaving, the group will arrive at a cave complex made of stone and ice. A ancient dracolich names Icingdeath will chase the party, squeezing through the tight tunnels, always on the party' heels. Once out, the party is greeted by Aenor and offered their rewards.
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058
The Bloodhand orcs have a prisoner that may hold the answers to the strange goings on and the key to stopping the enemy. What can you do to convince them to hand the prisoner over? Part Twelve of Misty Fortunes and Absent Hearts.
Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge?
The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.
Gifts for Him is a short, challenging, open-ended, gothic-horror, 5E-compatible Christmas adventure for tier 1 characters to be run in about three sessions, but it can be easily adapted as a one-shot. It contains over 25 pages with original artwork, three original battle maps, three unique monsters, stat blocks for five NPCs, three magic items, and a partridge in a pear tree. ----- The village of Bargrave has a secret. Every year, on Christmas Eve, the villagers cower in their homes while a savage beast prowls the streets, wreaking bloody doom on whomever has not left it a suitable gift on their doorstep. But Elias Buhl has had enough. This year, the old farmer won’t be buying the beast a gift, hoping instead to bait it into attacking him at his homestead, where he will trap and kill it once and for all. But he can’t do it alone. Buhl has hired a band of adventures to help him fortify his home, set traps, and slay the creature. They have three days to prepare, gather allies and equipment, and plan their defense. Or… They can dig a little deeper and uncover what Bargrave has been hiding all these years. Will they slay the beast, as agreed? Might they capture it to use it for their own ends? Can it be redeemed? Or will they die — their blood melting the snow — just the latest victims of the creature’s reign of terror? --- Gifts for Him is a complete, playtested, illustrated adventure that is currently pay what you want.
The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes. Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures.
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.
An original one-shot adventure designed for 3-6 level 3 characters. SUMMARY: A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant. The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms. Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own. Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Printable cards 16-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #SleepingGiantMountain #GiantsOfKaiva
Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.
A novice group of adventurers foolishly leads a remorhaz threat to the town of Lonelywood. The characters must protect the settlement from these monstrosities and discover why the adventurers were attacked in the first place.
Storms frequently blow from the Cloudscape Mountains, but never one like this: For weeks it has hung over the peaks, casting its dark shadow across the land. Its huge black clouds billow and writhe in an effort to smother the sun. Once so picturesque and enchanting, the Cloudscape Mountains have taken on a sinister appearance. Fear now stalks the land. A malignant entity is growing and festering high in the mountain peaks. With dark tendrils, it reaches out towards the lowlands. No one is safe. Caravans are not arriving at the village of Lurneslye. It is only a matter of time before the villagers fall prey to the dark clouds and the evil they conceal. TSR 9151
This quest is for a party looking to resurrect a character whose corpse is missing body parts necessary for survival. Lower-level resurrection spells don’t work on a creature that is missing a head, heart, or other vital organ. To resurrect the body, the characters turn to Vaprak, patron deity of trolls, and attempt to earn the god’s assistance. However, a band of frost giant hunters intend to destroy Vaprak's temple along with everyone inside it. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.