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Ten Towns Allies

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Reflections

in

Ice
The Essential
Ic e w i n d Da l e : R i m e o f t h e F r o s t m a i de n
C om pa n io n

Ten Towns Allies


It’s dangerous to go alone. Take along a
companion from this guide for
Icewind Dale: Rime of the Frostmaiden

A module guide from Lunch Break Heroes


Credits Platinum Tier
• Adrian E
Lead Designer: Steve Miller
• Alex Rosalez
Writers: Holly Abair, Steve Miller
• Andy D’Amato
Special Thanks • Brenton Snyder
• Bryant Sillman
The following community members have made signifi- • Christopher Foster
cant contributions to this guide. • Dash Panther
• Dr.Dr. Widdlesticks • Jay Leclerc
Artwork • Jeff Carrion
• John Nathon
• Illustrations by Julie Pihlmann • Johnathan Ryder
• Images from Pixabay.com and • Kevin Brandon
Unsplash.com • Lucas Hamrock
• Monica Jones
Patrons • morgana the witch
This guide was made possible through the generous • nick
support of the following patrons. • Ross Beal
• Shaun Coleman
Gold Tier • Skyout Dova Wanderer
• Aaron Dotson • Justin Bassett-Green • Steve Durr
• Alex Bishop • Justin Bastian • Tags
• Alexander Ehrhardt • Justin Mendoza • Thomas Stanley, TheNerdlyKing
• Alexander Reustle • Justin Scott • Thomas van Iersel
• Andrew Kurtzman • Kyle McGowan • Tyler
• Brice Cloyd • Matt Logsdon • Warmaster James
• Bushwood • Matt Niiro • Zlatan Pilipović
• Chazzle • McClain Mason
• Chris Morgan • Me-lissa
• Davis Herbig • Nyadnar#17
• Debby • Robert Fellner
• Erik • Ryan Katcha
• Genna Collins • Sean Brooks
• Jason Reese • shawn kuester
• Jay Woods • Shen Zhao
• Jesse Andresen • Spencer Bodine
• Jonathan Cabral • Talon ReQuo
• Jonathan Mercer • Tom Anderson
• Joseph B Gilliam • tomas däveskog
• Joseph Trueblood • Trenton Mynatt
• Joshua Stath • Will Brensdal
• Julie Pihlmann • Xavier Madison
• Julian Gines
Disclaimer: This isn’t your daddy’s trip through Icewind Dale. There’s no dark
elf to swoop in and save you when things go south. You’re on your own here, in
the cold and dark tundra landscape. So strap on your thermal underwear and
an extra pair of socks—we’re going to hunt down a goddess.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Icewind Dale, Curse of Strahd, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.

All other original material in this work is copyright 2020 by Lunch Break Heroes and/or other authors.
Appendix A - NPCs
One of the most disappointing aspects of Icewind
Dale: Rime of the Frostmaiden is its lack of interest-
ing NPC allies. This guide aims to remedy that issue
by providing several ready-to-adventure NPCs that
can tag along with your party. Each one has their own
unique personality, background, and motivation within
the land of Icewind Dale.

Barinon Whiteharrow
Medium humanoid (human), neutral good
Armor Class 18 (half plate, shield)
Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 13 (+1)

Saving Throws Dexterity +4, Intelligence +5


Skills Arcana +5, History +5, Survival +6
Senses Passive Perception 13
Languages Common, Dwarvish, Giant
Challenge 6 (2,300 XP)
Barinon Whiteharrow
Profession: Explorer
Brave. Barinon has advantage on saving throws against Age: 41
being frightened. Location: Bryn Shander

Wilderness Survivor. While in the wilderness, Barinon As a noted explorer, Barinon has journeyed the lands
has advantage on any check to find or create shelter. far and wide. Over the years, he has published several
books about his travels and discoveries, and many
more academic papers. He came to Icewind Dale six
Actions months ago to study the everlasting winter on a grant
Multiattack. Barinon makes two attacks with his rapier. from Neverwinter Academy, hoping to publish a schol-
arly paper worthy of the library of Candlekeep.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one Currently, Barinon may be found staying at an inn in
creature. Hit: 5 (1d8 + 1) piercing damage. Bryn Shander. The academy’s grant keeps him rela-
tively warm, comfortable, and well fed.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, Despite his current cozy conditions in Bryn Shander,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing Barinon is no stranger to surviving harsh conditions.
damage. Decades of exploration have given him survival skills
beyond compare, and a fighting prowess to match.
Any character who seeks to gain more information
about the everlasting winter, or Auril the Frostmaiden,
is sure to pique Barinon’s interest. His own efforts to
uncover the secrets of Auril’s aurora have failed thus
far, and he is desperate for any help he can get.
Barinon has a not-so-friendly academic rivalry with
another scholar in the area, Tali Artrana. He views the
half elf as naive to a fault, and despite his wish for help
in uncovering information, he will refuse to aid or ac-
company characters if they have Tali in their company.

Appendix A - NPCs | 3
Esther Tarsenel
Profession: Seamstress (in life)
Esther Tarsenel
Medium undead, neutral
Age: 27 (at death)
Location: Targos Armor Class 11
Hit Points 38 (7d8 +7)
“There’s no such thing as ghosts,” Esther said to her Speed 0 ft., fly 50 ft. (hover)
daughter. “The spirits of the dead pass out of our
world and find their peace beyond this life.” STR DEX CON INT WIS CHA
Although Esther knew firsthand of several real hor- 7 (-2) 13 (+1) 7 (-2) 10 (+0) 12 (+1) 17 (+3)
rors, and had heard of many more, she had never seen
a ghost and always maintained that they were crea- Damage Resistance Acid, Cold, Fire, Lightning, Thunder;
tures of fiction. It was to her immense surprise, then, Bludgeoning, Piercing, and Slashing From Nonmagical
that she found herself conscious on the material plane Attacks
after her demise, standing over her own frozen corpse. Damage Immunities Cold, Necrotic, Poison
Esther Tarsenel died two years ago in the frozen Condition Immunities Charmed, Exhaustion, Grappled,
landscape outside of Targos. She was the first human Paralyzed, Petrified, Poisoned, Prone, Restrained, Un-
sacrifice made in Auril’s name, but succumbed to conscious
exposure before Auril’s magic could turn her into a Senses Darkvision 60 ft., Passive Perception 11
coldlight walker. Languages Common
Survived by her husband, Owenn, and her daughter, Challenge 3 (700 XP)
Stefania, Esther now haunts the Ash Quarter Ruins
of Targos. Try as she might, she cannot move on to Ethereal Sight. Esther can see 60 ft. into the Ethereal
the next life. Her anger at the acts of ritual sacrifices Plane when it is on the Material Plane, and vice versa.
happening through Ten Towns ties her to the material
plane. Incorporeal Movement. Esther can move through other
Characters may encounter Esther while investigat- creatures and objects as if they were difficult terrain. It
ing rumors of a ghostly figure in the ruins of Targos’ takes 5 (1d10) force damage if she ends her turn inside
Ash Quarter. She will gladly accompany any party that an object.
promises to help her move on into the spirit world, but
will shy away from interacting with her living family Actions
members.
Any character with sufficient knowledge of ghosts or Withering Touch. Melee Weapon Attack: +5 to hit, reach
arcana will know that unfinished business can often 5 ft., one target. Hit: (4d6 + 3) necrotic damage.
tie a spirit to the material plane. If the ritual sacrifices
are stopped throughout Ten Towns, Esther’s soul may Frigid Glare. All creatures in a 30 ft. Cone must make a
finally find peace and she will be allowed to move on. DC 15 Contsitution saving throw or take 15 (3d10) cold
damage, and are frozen in place (stunned) until Esther’s
next turn. On a success, the victims take half damage
and aren’t frozen.

Etherealness. Esther enters the Ethereal Plane from


the Material Plane, or vice versa. She is visible on the
Material Plane while she is in the Border Ethereal, and
vice versa, yet she can’t affect or be affected by anything
on the other plane.

4 | Appendix A - NPCs
Gretchen Dohaver
Gretchen Dohaver Profession: Craftswoman
Medium humanoid (human), neutral good Age: 16
Armor Class 11 (padded armor) Location: Dougan’s Hole
Hit Points 28 (5d8 + 5)
Speed 30 ft. Born the only daughter to a family of six other boys in
the small town of Dougan’s Hole, Gretchen has had
STR DEX CON INT WIS CHA anything but an easy life.
Gretchen longs to be free from the life of icy deso-
8 (-1) 17 (+3) 12 (+1) 11 (+0) 9 (+0) 14 (+2)
lation and the all-but guaranteed inbreeding that lay
Saving Throws Dexterity +5 before her. A life in Dougan’s Hole is no life at all, in
Skills Athletics +1, Acrobatics +5, Woodcarver’s tools +2 her opinion. The only thing that truly keeps her going
Senses Passive Perception 10 are memories of tales that she heard long ago of ad-
Languages Common venturers and great deeds; particularly those of a dark
Challenge 2 (450 XP) elf whose name she cannot remember.
Years ago, inspired by those tales, Gretchen fash-
ioned a wooden sword for herself using nothing but
Sly Native. Gretchen has advantage on persuasion and
rocks, sand, and the wood of a fallen tree. She tied
deception checks against other residents of Ten Towns.
the sword to her waist and began to wear it no matter
where she went.
Improv Expert. Gretchen has mastered the art of im-
The sight of a young girl with a wooden sword was
provised weaponry. Any improvised weapon that she
met with eye rolls from the adults in town, and teas-
wields, which would normally deal 1d4 damage, instead
ing from other children. All of that stopped, however,
deals 2d4 damage.
when Gretchen fought a boy twice her size and won
using her hand-crafted sword. Ever since, no one has
Actions said a word about the wooden sword that is always at
Multiattack. Gretchen makes two attacks with her Gretchen’s hip.
wooden sword. These days, Gretchen whiles away her days creat-
ing tools, weapons, and traps out of scavenged wood.
Wooden Sword. Melee Weapon Attack: +3 to hit, reach Many in the town have come to rely on her creations
5 ft., one target. Hit: 7 (2d4 + 3) bludgeoning damage. in their day-to-day lives, and see Gretchen as an
indispensable member of their insular community.
However, if a party of adventurers were to arrive in
Dougan’s Hole, Gretchen would see it as her golden
opportunity to escape to a better life.
Should the character’s make their presence known
to Gretchen, she will do nearly anything to accompany
them out of town, even going so far as to stow away in
any sledges that the they may be using.

Appendix A - NPCs | 5
Grobrar Hornaal
Profession: Prospector
Grobrar Hornaal
Age: 167 Medium humanoid (dwarf), lawful evil
Location: Good Mead Armor Class 13 (leather armor)
Hit Points 32 (5d8 + 10)
A black sheep of the Ironmaster clan, Grobrar decided Speed 25 ft.
to seek his own fortune by prospecting on the shores
of the Shaengarne river. His meager findings were STR DEX CON INT WIS CHA
enough to sustain himself and his pet wolf, Huskar, for
13 (+1) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 14 (+2)
some time. Lately, however, Auril’s winter has ensured
that Grobrar’s prospecting days have all but come to Saving Throws Dexterity +4, Wisdom +6
an end. Skills Deception +4, Perception +6, Persuasion +4,
With hardly any money or other resources, Grobrar Survival +5
cannot easily leave Icewind Dale. As such, he made Senses Darkvision 60 ft. Passive Perception 16
his way to Good Mead in order to while away his days Languages Common, Dwarvish, Giant
gambling, getting into bar fights, and threatening Challenge 3 (700 XP)
to feed people to Huskar (use the wolf stat block).
Grobrar’s nights typically end in a drunken stupor Pack Tactics. Grobrar has advantage on an attack roll
at the local inn, where he has a long-standing rental against a creature if his companion Huskar is within 5 ft.
agreement. The proprietor begrudgingly tolerates the of the creature and the isn’t incapacitated.
presence of Huskar within the establishment.
Grobrar’s financial reserves are running out, how- Gambler’s Gambit Grobrar has advantage on Sleight
ever, and he’s desperate for an infusion of coin. If he of Hand and Deception checks while playing games of
can’t cheat an adventuring party out of their money at chance.
Three Dragon Ante, he’ll try to attach himself to them
in hopes of scoring more than his fair share of their
loot and treasure.
Actions
Multiattack. Grobrar makes two melee attacks with his
warpick.

War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 5 (1d8 + 1) piercing damage.

6 | Appendix A - NPCs
Lonebear Actions
Medium humanoid (goliath), neutral Multiattack. Lonebear makes three attacks with her
maul or hurls two javelins. She can also replace one of
Armor Class 14 (patchwork armor) these attacks for her net attack.
Hit Points 85 (10d10 + 30)
Speed 30 ft. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 17 (+3) 10 (+0) 10 (+0) 12 (+1) Javelin. Melee or Ranged Weapon Attack: +6 to hit,
Saving Throws Strength +7, Constitution +6 reach 5ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4)
Skills Athletics +7, Survival +2 piercing damage.
Damage Resistances Cold
Senses Passive Perception 10 Net. Ranged Weapon Attack: +7 to hit, ranged 5/15 ft.,
Languages Common, Giant one small, medium, or large creature. Hit: The target is
Challenge 5 (1,800 XP) restrained until it escapes the net. Any creature can use
its action to make a DC 10 Strength check to free itself
Lonebear’s Rage: As a bonus action, Lonebear can or another creature from the net, ending the effect on
enter a rage at the start of her turn. The rage lasts for 1 a success. Dealing 5 slashing damage to the net (AC 12)
minute or until Lonebear is incapacitated. While raging, destroys the net and frees the target.
Lonebear gains the following benefits:
• Lonebear has advantage on Strength checks and
saving throws.
• When she makes a melee weapon attack, Lonebear
gains a +2 bonus to the damage roll.
• Lonebear has resistance to bludgeoning, piercing,
and slashing damage.

Lonebear
Profession: Bounty Hunter
Age: 27
Location: Termalaine

Lonebear towers above all the other residents of Ter-


malaine. If that wasn’t enough to make her stand out,
tattoos line her face and body, and her bare arms are
exposed to the biting cold air more often than not.
Six years ago, after killing another member of the
Akannathi clan, Lonebear was sentenced to exile.
She braved the icy wilderness and eventually made a
home for herself among the residents of Termalaine.
She currently works as an enforcer and bounty hunter
for the town’s speaker, and occasionally as a bouncer
for the local taverns. Her short temper is known to all
of Termalaine residents, who tend to give her a wide
berth when they happen to chance by the goliath.
After years of working in a small town, Lonebear
has become restless. She craves change and adven-
ture, and the company of those who don’t shy away
from her presence. Secretly, she wishes to redeem
herself in the eyes of her clan and rejoin them at Sky-
tower Shelter.

Appendix A - NPCs | 7
Orutor Vormup
Profession: Peddler
Orutor Vormup
Small humanoid (gnome), lawful good
Age: 85
Location: Lonelywood Armor Class 14 (studded leather)
Hit Points 28 (5d8 + 5)
Due to a genetic deformity, Orutor does not possess Speed 25 ft.
the natural darkvision of his race. Instead, he relies on
the enchanted goggles that he takes everywhere with STR DEX CON INT WIS CHA
him. He guards these goggles jealously, and will not 11 (+0) 14 (+2) 12 (+1) 17 (+3) 8 (-1) 12 (+1)
give them over to anyone or for anything.
Orutor finds himself in Icewind Dale as a remnant of Saving Throws Dexterity +4, Intelligence +5
a trading caravan that got stranded in the icy wilder- Skills Investigation +5, Medicine +1, Tinker’s Tools +5
ness six months ago. The rest of his companions are Senses Darkvision 60 ft. (only with his Goggles of Night),
thought to have perished in the cold, but it’s possible Passive Perception 9
that some may have found their way to other parts of Languages Common, Gnomish
Ten Towns. Orutor himself makes his home now in Challenge 2 (450 XP)
Lonelywood, and makes a living as a handyman and
peddler. Special Equipment: Orutor relies on a pair of infused
Orutor longs to return south, but fears the icy wilder- Goggles of Night that he made, which act both as a
ness. Anyone that can convince him to venture out into spellcasting focus, and grant him Darkvision.
the cold and snow will find a loyal and stout-hearted
companion with many talents. Spellcasting. Orutor is a 3rd-level spellcaster. His spell-
casting ability is Intelligence (spell save DC 13, +5 to hit).
He has the following Artificer spells prepared.
Cantrips (at will): Firebolt, Mage Hand
1st level (3 slots): Disguise Self, Cure Wounds

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.

Auto Crossbow. Ranged Weapon Attack: +4 to hit, range


80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
This crossbow ignores the reloading property.

8 | Appendix A - NPCs
Owlbert the Owlbear
Owlbert the Owlbear Profession: none
Large monstrosity, neutral good
Age: unknown
Armor Class 13 (natural armor) Location: Caer-Konig
Hit Points 59 (7d10 + 21)
Speed 40 ft., swim 40 ft. Like a handful of others across Icewind Dale, Owlbert
owes his newfound intelligence to the frost druid,
STR DEX CON INT WIS CHA Ravisin. Unlike the white moose of Lonelywood or
20 (+5) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 7 (-2) the plesiosaurus of Maer Dualdon, Owlbert shirked
Ravisin’s authority as soon as he could. More aware
Skills Perception +3, Stealth +3 of his world than ever before, the awakened owlbear
Damage Resistances Cold made his way toward Ten Towns in search of answers
Senses Darkvision 90 ft., Passive Perception 13 and an identity.
Languages Common His encounters with the residents of Ten Towns
Challenge 3 (700 XP) have made Owlbert shy and wary of humanoid inter-
action. He tried several times to make friendly contact
Keen Sign and Smell. Owlbert has advantage on Percep- with locals, only to be met with screams, shouts, and
tion checks that rely on sight or smell. the occasional torch.
After all but giving up on ingratiating himself to the
Snowy Facade. While in the snow, Owlbert has advan- society in Ten Towns, Owlbert has settled down in the
tage on stealth checks. ruins of Caer-Konig for a short time. Soon, he plans
to move northward back toward the forests of Icewind
Actions Dale where he might be able to return to his wild
Multiattack. Owlbert makes two attacks: one with his roots.
beaks and one with his claws. If characters listen for rumors in Ten Towns, they
may hear tale of a talking Owlbear that has been
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one terrorizing locals in various locations, and that it is
currently holed up in Caer-Konig.
creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 14 (2d8 + 5) slashing damage.

Shriek. (Recharge 5-6) All creatures in a 30 ft. cone who


can hear Owlbert must make a DC 13 Constitution sav-
ing throw. On a failure, affected creatures are stunned
until Owlbert’s next turn.

Appendix A - NPCs | 9
Shale Evenstar
Profession: Harper Agent
Shale Evenstar
Medium humanoid (half-elf), lawful good
Age: 47
Location: Easthaven Armor Class 15 (Chain Shirt)
Hit Points 45 (10d10 + 5)
When Shale pledged blind faith to Sune, the goddess Speed 30 ft.
of love and beauty, she got more than she bargained
for. In a dramatic test of her faith, the goddess took STR DEX CON INT WIS CHA
away Shale’s eyesight, preventing her from perceiving 9 (-1) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 9 (-1)
the beauty of the world and those around her.
Shale’s faith persisted for years, despite the trials Skills Medicine +7, Perception +5, Persuasion +3, Reli-
of Sune’s test. Her steadfastness was rewarded years gion +5
later when Sune sent Shale a pair of eyes in the form Senses Blindsight 30 ft. in all directions around her os-
of an osprey (use the hawk stat block). The osprey prey (otherwise blind), Passive Perception 15
serves as Shale’s eyes, granting her 30’ blindsight in Languages Common, Elvish
all directions around the bird. Challenge 4 (1,100 XP)
In addition to being a devout follower of Sune, Shale
is also an acting member of the Harpers. She arrived
Bird’s Eye View: Shale sees via her osprey companion
in Icewind Dale three years ago under the guise of a
(Hawk stats). Wherever the osprey is, Shale has blind-
missionary. Since then, she has been covertly work-
sight within 30 ft. in all directions around the bird. This
ing out of Lonelywood to undermine the Zhentarim
ability also allows her to cast find familiar 3 times a day.
presence in Ten Towns however she can. The growing
presents of the Zhentarim within Targos is of a partic-
Spellcasting. Shale is a 5th-level spellcaster. Her spell-
ular concern to her.
casting ability is Wisdom (spell save DC 13, +5 to hit
In addition to her mission for the Harpers, Shale
actively works to help those in need. With assistance with spell attacks). She has the following cleric spells
from the community, she provides shelter and food prepared:
for those in need, whether they live in Lonelywood or Cantrips (at will): light, sacred flame, thaumaturgy
arrive from abroad. 1st level (4 slots): cure wounds, guiding bolt, sanctuary
If characters make their fondness for the Hapers 2nd level (3 slots): lesser restoration, spiritual weapon
known to Shale—or their disdain for the Zhentarim— 3rd level (2 slots): dispel magic, spirit guardians
Shale may agree to aid them however she can. Should
an opportunity to permanently disrupt Zhentarim Actions
activity in the area present itself, Shale will devote Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5
herself to it wholeheartedly. ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Blind Faith: A creature within 10 ft. of Shale or her os-


prey must make a DC 15 Constitution saving throw or be
blinded for 1d4 rounds.

Summoning Spirits: As an action, Shale can summon


1d2+2 spectral Giant Eagles within 30 ft. of Herself or
her osprey to aid her in combat for up to one minute.
This ability may only be used once per day.

10 | Appendix A - NPCs
Tali Artrano
Tali Artrano Profession: Researcher
Medium humanoid (half-elf), lawful good Age: 35
Armor Class 11 (Padded Armor) Location: Bremen
Hit Points 22 (4d8 + 4)
Speed 30 ft. Tali is in Icewind Dale on a research assignment from
the College of New Olamn in Waterdeep. They have
STR DEX CON INT WIS CHA been sent to study the local area, flora, and fauna, and
report back on the effects that the long-standing win-
10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 14 (+2)
ter is having on them. Rumors of a local sea monster
Saving Throws Dexterity +4, Wisdom +3 have piqued Tali’s interest, and they find themselves in
Skills Acrobatics +4, Perception +3, Performance +4 Bremen when characters first arrive in Ten Towns.
Senses Passive Perception 13 They are a competent, intelligent person with a
Languages Common, Elvish, Dwarvish, Giant keen mind, though a bit clumsy. They are in academic
Challenge 2 (450 XP) competition with Barinon Whiteharrow from Never-
winter Academy. Barinon laughed at the rumors of the
plesiosaur existing, to which Tali took great offense.
Spellcasting. Tali is a 4th-level spellcaster. Their spell-
The pair actively hold a disdain for one another which
casting ability is Charisma (spell save DC 12, +4 to hit
neither tries to keep hidden. Barinon will refuse to
with spell attacks). Tali has the following bard spells
offer the party aid if they are working with Tali, and
prepared:
vice versa.
Should characters aid Tali in discovering informa-
Cantrips (at will): mage hand, prestidigitation, vicious
tion about the plesiosaur within the depths of Maer
mockery
Dualdon, and bring that encounter to a peaceful con-
1st level (4 slots): charm person, dissonant whispers,
clusion, Tali will offer to travel with them while con-
sleep, Tasha’s hideous laughter
tinuing to study the local wildlife. They will also offer a
2nd level (3 slots): animal messenger, calm emotions,
small salary of 10 gold pieces per week for accompa-
suggestion nying them on their research expeditions.

Actions
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range
30/120, one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions
Cutting Words. When a creature that Tali can see within
60 feet makes an attack roll, ability check, or damage
roll, Tali can subtract 4 (1d6) from the result. This has
no effect if the creature can’t hear Tali or is immune to
being charmed.

Appendix A - NPCs | 11
Vardek Wulroth
Profession: Cultist
Vardek Wulroth
Age: 36 Medium humanoid (dragonborn, blue), lawful evil
Location: Caer-Dineval Armor Class 14 (Scale Mail)
Hit Points 97 (13d8 + 39)
While freezing to death in the darkness of the arctic Speed 30 ft.
tundra, the dragonborn mercenary, Vardek, did not
expect to see the light of another day. What he expect- STR DEX CON INT WIS CHA
ed even less was the disembodied voice of Levistus
18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
requesting fealty in exchange for his life. Without a
second thought, Vardek pledged himself to the arch- Saving Throws Strength +7, Constitution +6
devil wholeheartedly. At that moment, a pale glow Skills Athletics +7, Perception +5, Intimidation +3
caught his eye in the distance—a glowing piece of Resistances Lightning, Cold
chardalyn laying in the snow. His salvation. Senses Passive Perception 15
Years have passed since that fateful night, and each Languages Common, Draconic
new day finds Vardek more dedicated to his master Challenge 5 (1,800 XP)
than before. These days, Vardek serves Levistus by
acting as the muscle for the Black Swords cult in Path of Ice. Vardek has been blessed by Levistus with a
Caer-Dineval. remarkable tolerance to cold weather. He has resistance
The cult’s eldest member, Hethyl, is one of the few to all cold damage, and has advantage on saving throws
people in this world that Vardek truly respects. In the against ice-based attacks.
name of Levistus, she has given Vardek the task of
rooting out the duergar presence within Ten Town, Actions
as well as the task of discovering their purpose in the
area. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Should characters make their distaste for the target. Hit: 11 (2d6 + 4) bludgeoning damage.
duergar known, whilst not being openly hostile to
the Black Swords cult, Vardek will try to enlist their Breath Weapon. Ranged Attack. Targets in a 5 ft. wide,
services to complete his mission. 30 ft. long line must succeed on a DC 14 Dexterity saving
throw. Targets take 4d6 lightning damage on a failed save
or half as much on a successful one. Recharges after a
long rest.

12 | Appendix A - NPCs

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