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?
A Two-Hour Adventure for 5th-10th Level Characters
This two-hour adventure represents many hours of work on my end and countless hours from others. The Adventurers League Admins are incredible at what they do and the adventure would not be where it is without the amazing feedback from playtesters.
Speaking of playtesting, an encounter was removed from the adventure for time during the playtesting feedback phase. These adventures need to fit to time for conventions and game stores, but if you’re playing it at home and want to throw another encounter into the mix, here’s how!
Added Encounter for DDAL05-05: A Dish Best Served Cold (SPOILERS AHEAD)
1. Add the following text to the “General Features” section of “Part 2. Abandoned Camp.”
Terrain. Eight-inch deep snow covers the ground. Medium and smaller creatures who move more than half their speed must succeed on a DC 13 Dexterity saving throw or fall prone at the end of their turn, suffering the debris-covered ground.
Climate and Weather. Snow falls rapidly from the sky, whipping around in all directions as the wind howls. Wisdom (Perception) checks that involve vision or hearing and ranged attacks against targets more than 30 feet away are made at disadvantage.
2. Add the following text after the read aloud text in “Part 2. Abandoned Camp.”
The abominable yeti that Scövja and Burleigh were hunting is hiding in this area. The smell of the bodies signaled an easy meal to the creature. More corpses were once on the ground here, but the yeti ate those. A successful DC 15 Wisdom (Survival) check determines there were once more corpses in the snow.
The monster hid by the tent when it heard the characters approaching, lying down to look like an enormous snowdrift. A successful Wisdom (Perception) check against the yeti’s Dexterity (Stealth) check spots the creature. If a character approaches within 40 feet of the yeti, the monster stands and attacks. The yeti fights until it is reduced to 30 hit points, then flees.
3. Add the following sidebar to “Part 2. Abandoned Camp.”
Adjusting the Encounter
Here are recommendations for adjusting this combat encounter. These are not cumulative.
- Very weak party: Replace the abominable yeti with three yetis
- Weak party: Replace the abominable yeti with two young remorhazes
- Strong party: Replace the abominable yeti with a remorhaz
- Very strong party: Add one yeti
Let Me Know What You Think!
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That’s it for this week. This post was months in the making!
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