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Now, businesses throughout Ten-Towns are suffering, yours included. To avoid hardship, you might need to Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us supplement your income. This is a land without pretense, and the people of Ten-Towns pay you little mind. Your wealthy grandfather or grandmother sent you to Icewind Dale to learn a hard lesson. Imagine, after following herds of Outlander migrating reindeer your whole life, getting a taste of what life in Ten-Towns has to offer.
You came to Icewind Dale in search of ruins and artifacts left behind by the giants who ruled the ancient empire of Sage Ostoria. To find even one Ostorian relic would fulfill a lifelong dream and make Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Anchorage Kits Skiff Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us your rivals back home green with envy. Two years Sailor ago, you headed north, bought a house and a fishing boat in Ten-Towns, and became a fisher. You were told that the summers here are beautiful, but you have yet to see one. You are a soldier of Ten-Towns, trained to fight orcs and other threats lurking in the Spine of the World mountains.
Still, you are not about to give up on the people of Ten-Towns. Ratting out these newcomers keeps coin in your pockets. Appendix C includes a description Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us of goliaths and their traits, if you want to allow them in your game. Starting Equipment All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices.
Trinkets Appendix A provides a table of trinkets appropriate for characters who start their adventuring careers in Icewind Dale. Character Secrets Appendix B contains secrets that you can photocopy, cut out, and share with players in your home game. While the players are creating their characters, decide whether you Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Kits Skiff Us Anchorage want each party member to have a secret or not.
The secrets are designed to foment mistrust among party members, creating an atmosphere of suspicion and paranoia that is appropriate for the setting. Each character gets one secret to start with. Some of the secrets are benign, others not so much. If you want to make it possible for more than one character to have the same secret, replace each card in the deck before the next player draws.
Using Secrets The following suggestions are offered to help you make the most Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us out of the secrets in appendix B. Alagondar Scion. At some point, Lord Dagult Neverember might send a lone assassin�a nameless, middle-aged woman with a shaved head and a hook for a right hand�to kill the character who has this secret.
This character can imitate specific NPCs and even other player characters. Drizzt Fan. This harmless secret comes with no strings attached and is a nod to R. Elusive Paramour. This secret is another nod to the Drizzt novels, setting up a situation like the one faced by Regis the halfling.
Escaped Skiff Kits Anchorage Us Prisoner. The character with this secret knows the location of the crashed nautiloid in chapter 2 and can lead the party to it. The trauma of being held captive by the illithids prevents the character from remembering events prior to the crash. A greater restoration spell removes this trauma, allowing the character to remember details about the illithids as well as the other prisoners aboard the nautiloid when it crashed a bulette and two carrion crawlers.
Littlest Yeti. If the party happens upon one or more yetis in the course of the Skiff Kits Anchorage Us Skiff Kits Anchorage Us adventure, this secret might reveal itself. You can also rule that yeti tykes see appendix C are friendly toward this character by default.
Midwinter Child. This is one of the more useful secrets, since the character possessing it is immune to the effects of extreme cold. Also, the player might decide that their character is sympathetic toward Auril because of the gift she has bestowed.
If the party succeeds in killing Auril, the benefits of this secret are lost. Old Flame. Since the onus falls on the player to choose this NPC, Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the lover can change each time you run this adventure with a different group of characters.
This secret can also be used to turn an NPC foe into a potential ally, at your discretion. Orc Stone. The spirit summoned by the stone belongs to a fierce orc war chief named Vokarr the Eyebiter, who was killed by dwarves. This spirit looks like a living, breathing orc. It speaks Common and Orc. Owlbear Whisperer. Pirate Cannibal. The character with this secret knows the location of the Dark Duchess in chapter 2 and can Skiff Kits Anchorage Us Skiff Kits Anchorage Us lead the party to it. Reghed Heir. Bjornhild would hardly recognize her discarded offspring, but any character who presents themselves as such will be attacked at once.
Bjornhild has no love for her would-be heir, seeing that character only as a rival and a sacrifice to Auril. Race Realms Version.
Dwarf, hill Dwarf, gold. Dwarf, mountain Dwarf, shield. Elf, high Elf, moon or sun. Elf, wood Elf, wild or wood. Halfling, stout Halfling, strongheart.
A lottery was recently held in Targos to see who would be sacrificed to the Frostmaiden. I was Skiff Kits Anchorage Us the unlucky one. I died 14�16 of exposure after being stripped down and cast into a snowstorm. Ring Hunter. Runaway Author. Worshipers of Asmodeus send three bearded devils whose fiendish features are cloaked by cold weather clothing to kill the character who has this secret.
Slaad Host. See the slaadi entry in the Monster Manual for more information about red slaad eggs and slaad tadpoles. Some came here determined to make their fortunes. Others come for the solitude, or to escape notice and stay out of the reach of the law of Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the southern cities.
Today, four hundred years after the formation of Ten-Towns, most folk are here because they were born here, grew up here, and expect to die here. Icewind Dale has few trees, so lumber is cut from the slopes of the Spine of the World or the depths of the Lonelywood Forest. Homes have sharply pitched roofs to prevent snow from accumulating on them. The people of Ten-Towns wear layers of woolen clothing often topped off with fur cloaks.
Under these heavy clothes and cloaks, one resident looks very Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us much the same as another. Running This Chapter Getting off on the right foot is important. Whenever the characters arrive at another town for the first time, review the nutshell description of that town and give the characters the quest tied to that settlement as shown in the Starting Town table. Starting Town Choose one of the ten towns as the starting point for the adventure. Every town has its own quest as well, as noted in the Starting Town table.
Once you choose a starting quest, the other starting quests go Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us unused. The quests in this chapter are designed to get the characters exploring Ten-Towns and the nearby wilderness, while quests that take them into the farthest reaches of Icewind Dale are saved for chapter 2. Reputation in Ten-Towns As the characters complete the quests in this chapter, their reputation in Ten-Towns begins to spread. Fame in Icewind Dale is always a double-edged sword.
When the characters reach 3rd level, they begin to earn a healthy measure of respect from Ten-Towners who know of their exploits. They also learn about new adventure opportunities Skiff Kits Anchorage Us Kits Anchorage Skiff Us Skiff Kits Anchorage Us outside Ten-Towns, as described in chapter 2.
It started from humble beginnings four centuries ago. The ever-present threat of orcs and other monsters compelled the poorly defended lakeside towns to turn Bryn Shander from a modest hilltop trading post into a walled town capable of defending all Ten-Towners if and when the worst comes.
Most of the towns contain trace evidence of the immigrant cultures that birthed them. This evidence is carved into houses, statues, and other fixtures. For example, the dinosaur carvings on the older buildings of Good Mead remind folk that many of its original settlers were Chultan.
Life Off the Lakes Most of the ten towns except Bryn Shander are built on the shores of three big lakes. The largest population of knucklehead trout is in Maer Dualdon, the deepest of the lakes.
Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus has the roughest waters.
Small thermal vents at the bottom of these lakes keep them from Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Us Kits Anchorage freezing completely, even in the coldest winters. Ten-Towns fishing Skiff Kits Anchorage 90 boats are simple affairs. The smallest are rowboats and single-masted skiffs that require careful handling to avoid capsizing. Larger, twin-masted cogs and keelboats with single decks handle the wind and waves better.
These ships fly the flags of their towns and provide fish for the whole community, not for any individual fisher. When thick ice covers the lakes, many fishers stay to the shelters of their homes and hearths, but the most dedicated or desperate cut holes in the ice and dangle their Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us lines down in hopes of tempting hungry trout.
The larger the town, the more likely it is to have the item. The Winter Survival Gear table provides costs for cold weather clothing, crampons, and snowshoes, which can be added to the list of things that characters can buy in Ten-Towns.
Item Cost Weight. Clothing, cold weather 10 gp 5 lb. Snowshoes 2 gp 4 lb. Cold Weather Clothing This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, Skiff Kits Anchorage Us Skiff Kits Anchorage Us and fur- lined leather boots and gloves.
Crampons A crampon is a metal plate with spikes that is strapped to the sole of a boot. Snowshoes Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow. Getting Around Ten-Towns. Most Ten-Towners travel from town to town on foot.
Those who need to transport more goods than they can carry use wooden sleds pulled by dogs or domesticated axe beaks as pack animals. Such things can be bought and sold in every Ten-Towns settlement. Dogsleds An empty sled costs 20 Skiff Kits Anchorage Us Skiff Kits Anchorage Us Anchorage Us Skiff Kits Skiff Kits Anchorage Us gp, weighs pounds, and has room at the back for one driver. A sled dog use the wolf stat block in appendix A of the Monster Manual costs 50 gp and can pull pounds. Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of exhaustion.
A domesticated axe beak can be purchased in Ten-Towns for 50 gp. Magic in Ten-Towns Characters hoping to procure powerful magic items or the services of a high-level spellcaster in Ten-Towns are out of luck.
At best, Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Kits Skiff Anchorage Us they might be able to find common magic items for sale, or a friendly druid, priest, or mage who can cast spells on their behalf. Magic items and magical services available in Ten-Towns are summarized below.
If an item or spell is not covered here, assume there is no friendly NPC who can sell or cast it. A friendly spellcaster will charge 25 gp for a 1st-level spell, 50 gp for one that uses a 2nd-level spell slot, or gp for one that uses a 3rd-level spell slot, plus the cost Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us of any expensive material components. Snowflake Ratings This chapter uses a three-snowflake rating system to help you quickly differentiate the settlements of Ten-Towns.
Each town is rated in terms of its friendliness, the services it offers, and its comfort. The more snowflakes, the better the rating. Residents in a three-snowflake town are friendly and helpful, by and large. Conversely, a one-snowflake town is full of unhelpful, unfriendly folk. A two-snowflake town has both. A three-snowflake town is where characters are most likely to find the services they need. A two-snowflake town has Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Us Anchorage Skiff Kits Anchorage Us a much narrower selection.
Characters will have trouble getting any sort of service in a one-snowflake town. Characters can find decent food and drink, as well as warm beds, in a three-snowflake town. A two-snowflake town might have a small tavern plus an inn with drafty rooms to rent. Sacrifices to Auril The desperate people of Ten-Towns, hoping to appease Auril so that summer can return to Icewind Dale, make sacrifices to the Frostmaiden on nights of the new moon.
This is a new practice that started a little over a year Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us ago, when it became clear that Auril was angry and summer would not be returning anytime soon. The nature of the sacrifices varies from town to town, but usually takes one of three forms: Humanoid. Bryn Shander, Easthaven, and Targos hold lotteries the afternoon before the new moon. The unlucky person whose name is drawn is sacrificed at nightfall. The ill-fated soul is stripped bare and either tied to a post or sent into the tundra to die.
Accusations of rigged lotteries are common but usually not acted upon. No fires are Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us lit between dusk and dawn, forcing locals to share body heat for warmth. Anyone who dares to light a fire is savagely beaten. Once the players are ready to get under way, use the following boxed text to summarize the situation:. Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years.
In fact, the sun no longer appears above the mountains, not even in Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen.
The shimmering aurora that weaves across the sky each night is said to be her doing�a potent spell that keeps the sun at bay. Dalefolk live in a scattering of settlements known as Ten-Towns. The drop-off in caravans coming from the south and travel between settlements in this never-ending winter has left everyone feeling isolated. Characters from Icewind Dale know the following additional information, depending on where they grew up: Ten-Towners.
They Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us also know the names of the four tribes of Reghed nomads described in appendix C. Reghed Nomads. Any characters raised among the Reghed nomads recognize members of their own tribe, as well as the names and reputations of prominent members of other tribes see appendix C. Mountain Goliaths. Goliaths who hail from the Spine of the World know of two rival goliath settlements in the mountains, Skytower Shelter and Wyrmdoom Crag both described in chapter 2.
A goliath character who hails from one of these settlements would be familiar with its inhabitants, Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us as well as their longstanding feud with goliaths from the rival settlement. Valley Dwarves. Getting the Quest To begin this quest, read the following boxed text to the players:.
Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury a herd of moose.
But today the local tavern is abuzz with news about a series of recent killings. Three cold-blooded murders have been committed in the past month: a halfling trapper in Easthaven, a human shipbuilder in Targos, and, three days ago, a dwarf Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us glassblower in Bryn Shander.
Each victim was found with a dagger of ice through the heart. Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an unarmored veteran who wields a battleaxe and handaxe instead of a longsword and shortsword. Plying her profession earned her a few too many enemies up and down the Sword Coast, which is why she wound up in Icewind Dale. Out of boredom and a sense of moral decency, Hlin has taken it upon herself to investigate Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the recent murders because no one else�not even the Council of Speakers�can be bothered.
Ultimately, she takes the chance and draws them into conversation, asking them to help her take down her only suspect: a man named Sephek Kaltro. In other words, Sephek gets around. Makes friends easily. This is what passes for civilized behavior in Icewind Dale. Maybe the victims found a way to keep their names out of the drawings and Sephek found out they were cheating, so he killed them. What struck me is how comfortable Sephek Kaltro Skiff Anchorage Kits Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us looked in this weather. No coat, no scarf, no gloves.
Kiss of the Frostmaiden, indeed. When the job is done, return to me to collect your money. Hlin is too old and frail to apprehend Sephek herself, but she has more gold than she needs, so she hires the characters to do her work. Conversely, you can forgo the roll and pick a town you like.
Any character who spends an hour talking to townsfolk can make a DC 17 Charisma Investigation check at the end of that hour. Armed with that Anchorage Kits Us Skiff Skiff Kits Anchorage Us Skiff Kits Anchorage Us information, the characters can travel to the town by the most expeditious route. One sled carries provisions and supplies for Torrga, her team, and her dogs.
The other two sleds transport goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison used primarily for killing vermin. Goods are unpacked and displayed in crates, with small canopies to keep the snow off them.
She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly. The half-elf had a bounty on his head and came to Icewind Dale to disappear. If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. Ice Longsword. Ice Dagger. Concluding the Quest After finding and slaying Sephek, the characters can return to Hlin and collect their gp reward.
If Torrga Icevein survives but has reason to believe the characters slew her bodyguard, she pressures certain Ten-Towners not Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us to do business with them. Starting Quest: Nature Spirits This is the second of two quests designed to kick off the adventure. It prompts the characters to explore the various locales in Ten-Towns, where they can pick up other quests. At the start of this quest, the characters are approached by a young spellcaster named Dannika Graysteel. She hires them to locate and capture a chwinga, several of which she believes are located in and around Ten-Towns.
Getting the Quest Begin this quest by reading the following boxed text to the players:. A Skiff Kits Anchorage UsSkiff Kits Anchorage Us > bundled-up figure walks briskly up to you. Or trouble. Since chwingas are known to inhabit Ten-Towns and have some ability to alter their natural surroundings, Dannika thinks she can learn a lot by studying one up close.
If the characters accept her quest, Dannika gives them her lantern see appendix D and explains how it works. She suggests the characters might have better luck in one of the other settlements. If the characters ask the residents of a town about chwinga sightings, people seem dismissive of the notion of elementals living Skiff Kits Anchorage Us Skiff Kits Us Anchorage Skiff Kits Anchorage Us among them.
Thieves in the Wind When the characters find a town that has chwingas living in or near it, the flame in the lantern of tracking elementals turns green as they approach the edge of town, whereupon they spot a bundled-up figure�a human commoner named Elva� stomping out of a snow-covered cottage. Upon seeing the adventurers, she starts yelling at the wind and warning the characters to watch out for the curses it brings. According to Elva, trickster spirits have been opening her windows, sending horrible chills through her home, and Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Anchorage Skiff Us Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us knocking over her cups and plates.
Some of her cutlery has even gone missing. On a success, they find wee tracks leading away from a snowy windowsill of the cottage toward a nearby thicket. A character who succeeds on a DC 14 Wisdom Survival check can discern three individual sets of tiny footprints.
Some of the footprints have a thin furrow in the snow alongside them, as if something was being dragged behind the creatures.
Playing House By following the tracks, a character with a passive Wisdom Perception score of 13 or Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Anchorage Kits Us Skiff higher can pick up the sound of movement from behind the conifers, where three chwingas see appendix C are playing atop the snow in a clearing.
The one not holding a piece of cutlery starts moving its hands, mimicking eating while looking up at the characters and making welcoming gestures. If a character indulges in the game of pretend that is being played out, such as by sitting down and joining the dinner, the chwingas become excited and start inspecting the character in detail. The charm can be any one of the Us Anchorage Kits Skiff Skiff Kits Anchorage Us Skiff Kits Anchorage Us following:. The chwingas remain docile unless a character acts aggressively toward them, whereupon they try to hide in nearby rocks, plants, or snowdrifts.
Clever players might devise creative ways to lure the chwingas out of hiding, perhaps by doing something odd to gain their attention such as engaging in a snowball fight or dancing in the snow.
As the DM, you determine the success of such efforts. Concluding the Quest If the characters return with a live chwinga, Dannika pays their promised reward of 25 gp, and they get to keep Anchorage Us Skiff Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the lantern of tracking.
If the characters brought a chwinga back without having to restrain or harm it, Dannika provides them with an additional 25 gp for their outstanding service.
Founded by dwarf prospectors, the sleepy town of Bremen sits on the west bank of Maer Dualdon, at the mouth of the Shaengarne River.
Visitors who lack a boat can reach Bremen only by crossing the river, which is mostly frozen over. Targos, Termalaine, and Lonelywood are all visible from the docks on clear days.
Speaker Dorbulgruf Shalescar lawful good shield dwarf Us Skiff Kits Anchorage Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us commoner speaks for the townsfolk. Age has addled his mind, and his vacant-eyed stare is often mistaken for unflappable calmness. Bremen can muster up to 25 soldiers use the tribal warrior stat block and 2 veterans. A gold circle on a white field, with a horizontal blue band extending to the left under the circle, and a flaring blue triangle opening away from the circle on the right.
The gold circle represents treasure found in the wake of local floods, the blue band is the Shaengarne River, the blue triangle is Maer Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Dualdon, and the white field represents snow. Sacrifice to Auril. Warmth see "Sacrifices to Auril". Lonelywood, Targos, Termalaine. Adventurers determined to make the journey on foot can reach Targos in 2 hours.
Using mounts or dogsleds can reduce this travel time by as much as 50 percent. Buried Treasures Inn This inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather.
During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon neutral good human commoner , treats her guests like royalty while Skiff Kits Anchorage Us Skiff Kits Anchorage Us trying to conceal the fact that she is barely making ends meet. Cora is eager to please and apologizes at the slightest provocation if she thinks the characters are not pleased with her service. She explains briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago.
If the characters ask Cora for more information, she says that her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. He had frostbite and could barely Skiff Kits Anchorage Us Skiff Us Anchorage Kits Kits Skiff Anchorage Us walk. Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic.
Huarwar snatched it away and threatened his mother with bodily harm if she touched it again. The next day, two tieflings a male and a female arrived at the inn and offered Huarwar sanctuary in their castle.
He left with them willingly, taking the shard with him and telling his mother that he would never return. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned Skiff Kits Anchorage Us Skiff Kits Anchorage Us a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers.
The Skiff Kits Anchorage Us Skiff Kits Anchorage Us taverns are old and poorly maintained. Characters who hang out in the taverns are likely to hear a rumor or two, which you can determine by rolling on the Ten-Towns Rumors table See "Ten-Towns Rumors". Lake Monster The characters can gain this quest shortly after they arrive in Bremen or if they start the adventure there.
The quest starts near the docks, where the characters come upon a shield dwarf who mistakes them for fishers looking for work. Any interaction with the dwarf is interrupted by a half-elf who claims that a Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us monster living in Maer Dualdon has been attacking and sinking fishing boats. A frost druid see appendix C recently cast an awaken spell on the creature, granting it an Intelligence of 10 and the ability to communicate in the Common tongue.
In return, the druid expects the plesiosaurus to attack fishing boats from Bremen, thus depriving the fishers of their livelihood and ultimately forcing the villagers to leave.
Consequently, it attacks anyone from Bremen who fishes in its domain. The lake around the creaky docks is frozen, forcing fishers to pull their Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us rowboats up onto the ice. Standing between a pair of boats is a stout humanoid in cold weather clothing.
The stout figure stamps their feet, spots you, and waves you over. The speaker is Grynsk Berylbore, a shield dwarf commoner who owns the pair of rowboats tied to the docks. The gunwale of one of the boats has what looks like a large bite taken out of it, but both vessels are seaworthy. Grynsk has been waiting an hour for some fishers he hired the night before to arrive. In fact, Kits Us Skiff Anchorage Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us those fishers have decided not to bother showing up, having weighed what Grynsk offered to pay them against the danger of the lake monster.
The latter one sports the curious bite mark. If the characters ask about the damage to the Pronged Goat, Grynsk gives them a dismissive wave of the hand. Bloody ice everywhere. Last crew were apparently born with pits for eyes, because they sailed right into a damned ice floe!
I ain t gotten around to repairin the gunwale yet, but she floats just fine. If he is pressured Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Anchorage Us Kits Skiff Kits Anchorage Us about the validity of his story, Grynsk becomes annoyed and tells the characters to get off his docks if all they want to do is ask stupid questions.
In truth, the lake monster took a bite out of the Pronged Goat and caused its crew to fall into the icy water, where they drowned. The damaged boat was found by fishers the next day, drifting crewless in the near frozen water.
You hear footsteps approaching on the creaky dock. Another figure covered head to toe in cold weather clothing has joined you. The Skiff Kits Anchorage Us<Skiff Kits Anchorage Us /i> figure wags a gloved finger at the frosty-bearded dwarf. And for what, a few fish? After Grynsk leaves the area, the half-elf approaches the characters sheepishly.
Or anyone who steps between him and the gold swimming in this lake. Tali is a neutral good half-elf researcher scout who is in Icewind Dale to study how changes in climate alter the nature of the animal wildlife.
Tali speaks with a soft voice and tends to go on longwinded tangents about the fauna that live in Icewind Dale.
When Tali heard reports of a creature in Maer Dualdon that was attacking the Bremen fishing parties, the half-elf decided to investigate and found that boats from Bremen were the only vessels to suffer these attacks. After deducing this, Tali began frequenting the docks to warn any uninformed people looking to venture out onto the lake about the danger waiting there. Some say the monster might be a whale or a large fish, and others describe it as more lizard-like in appearance, with scaly skin and a long neck.
Being a researcher, Tali would like to better Skiff Kits Anchorage Us Anchorage Us Kits Skiff Skiff Kits Anchorage Us Skiff Kits Anchorage Us understand the monster, which has only recently become a threat. And, well, it bears the potential to be awfully interesting. Tali asks the characters to record everything they can perceive about the creature if they spot it, including its size, physical attributes, and general nature.
Tali also makes it clear that few people have survived an encounter with the monster and encourages the characters to be careful. The damaged one has 36 hit points instead of Three sets of fishing tackle are stashed in the center of each boat. The lake is Skiff Kits Anchorage Us covered in ice floes, which make travel dangerous.
On a failed check, the boat hits the ice floe and takes 1d6 bludgeoning damage. Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Conversely, you can just assume the lake is feet deep where the characters are.
If the characters are out on the lake in a boat, roll on the Lake Events table at the end of each hour to determine what occurs next. A Skiff Kits Anchorage Us Kits Skiff Us Anchorage Skiff Kits Anchorage Us Skiff Kits Anchorage Us fine time for some fishing. The characters spot a rowboat from Lonelywood or Termalaine. It has 1d4 fishers commoners aboard and keeps 11�12 its distance. The fishers are antisocial but nonthreatening.
They fish in the vicinity for the better part of an hour, then head back toward Lonelywood with their catch. The characters encounter a keelboat flying the Targos flag. It has 1d6 fishers commoners and a captain scout 13 aboard. They use trawling nets to fish in the vicinity for the better part of an hour, then head back toward Targos Skiff Kits Anchorage Us Skiff Us Kits Anchorage Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us with their catch.
A cold wind blows across the lake for the next hour. Until the wind 14 abates, ability checks made to steer the boat and fish for trout have disadvantage, as do saving throws against the effects of extreme cold. A knucklehead trout see appendix C leaps out of the lake, makes a tail attack against one random character in the boat, and dives back into the frigid water.
A character with a passive Wisdom Perception score of 13 or higher 15 is not surprised by the fish and can Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water. Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read:. Ripples disrupt the surface of the lake, causing your boat to bob from side to side. A large mass glides through the dark water below you.
A character who succeeds on a DC 13 Intelligence Nature check can identify the creature as a plesiosaurus. The creature Kits Anchorage Skiff Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us recognizes boats from Bremen but does not attack indiscriminately, trying to gauge the strength and determination of the crew before deciding what to do. Roll on the Plesiosaurus Behavior table to determine how it acts.
After behaving as described in the table, the plesiosaurus departs unless the characters do something that holds its attention. The plesiosaurus prefers to dine on fish, not people.
Characters knocked into the lake are more likely to freeze to death or sink to the bottom than be eaten. If a character harms the plesiosaurus, it reacts in Skiff Kits Anchorage Us Skiff Kits Anchorage Us kind. The plesiosaurus breaches the water with its fins and splashes water into nearby boats. It swims to the bottom of the 1 lake if attacked. The plesiosaurus rams a boat from beneath.
If the characters have more than one boat, randomly determine which one the monster rams. A character who fails this check by 5 or more is knocked overboard and falls into the frigid water.
The plesiosaurus surfaces 10 feet away from a boat and takes a bite out of it, using its foot reach. If the 3 characters have Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us multiple boats, randomly determine which boat the monster bites. The plesiosaurus tries to capsize a boat. If the characters have multiple boats, randomly determine which boat the monster tries to capsize. Have the characters in the boat make a DC 12 Strength Athletics group check.
If the group check fails, the boat capsizes, and every creature in it falls into the frigid water. The creature is curious to hear what the characters have to say:. A reptilian head at the end of a long, slender neck rises out of the cold, dark Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us water. The plesiosaurus answers straightforward questions and knows the following information:.
Ravisin said I must do my part to help the Frostmaiden, who wants the people of Bremen to suffer. A character must succeed on a DC 14 Charisma Persuasion check to convince the plesiosaurus to talk more about the purpose of its attacks.
If one or more characters mock or threaten it, the plesiosaurus grows angry and tries to capsize their boat. A character can convince the plesiosaurus that its awakening is permanent with a successful DC 18 Charisma Persuasion check. If Skiff Kits Anchorage Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Us this check succeeds, the plesiosaurus promises not to attack any fishers from the villages anymore.
If it ever drops below half its hit points, it disengages from the battle and dives deeper, leaving the combat. Back to Bremen! He honors his agreement, paying 5 cp per fish. Tali is also eager to see the characters. Bryn Shander. The first stop for most visitors to Icewind Dale is Bryn Shander, a walled town perched atop a cold, lonely, wind-lashed hill. The friendliness in this settlement has dwindled of late. Still, there is Skiff Kits Anchorage Us Anchorage Us Kits Skiff Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us no safer place in Icewind Dale to spend coin or spend the night.
The walls of the town stand some 30 feet high and are defined by two concentric rings of upright wooden poles, the gap between them filled with dirt and rubble. The outer ring of poles rises above the top of the wall, providing a rampart for defenders stationed on the wood-planked walkway. Speaker Duvessa Shane lawful good human noble speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers.
Sheriff Markham Southwell lawful Skiff Kits Anchorage Us good human veteran commands the militia. Bryn Shander can muster up to soldiers use the tribal warrior stat block and 20 veterans.
Humanoid see "Sacrifices to Auril". Travel times in the Overland Travel from Bryn Shander table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent.
To Travel Time. A retired human adventurer named Mishann neutral good priest of Amaunator runs the shrine and aspires to see the sun regain its rightful place in the sky over Icewind Dale. Copper Knobberknocker.
Mishann Skiff Anchorage Kits Us Us Anchorage Skiff Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us rents her attic to a pessimistic rock gnome tinkerer named Copper Knobberknocker chaotic good rock gnome acolyte of Lathander , who begrudgingly helps with services and chores.
The two argue incessantly. At the same time, its taproom is the best spot in all of Ten-Towns to get leads on profitable ventures, along with the latest news and rumors. Characters who hang out in the tavern are likely to hear a rumor or two, which you can determine by rolling on the Ten-Towns Rumors table See "Ten-Towns Rumors".
He often cuts a break for Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us customers who are between jobs, allowing them to stay here on credit and then presenting them with a bill inflated by interest charges to be reckoned with as soon as they make their next payday. Years later, some prankster wizard cast a spell on the stuffed fish so that it turns and snaps at any creature that comes within 5 feet of it.
Foaming Mugs The characters can pick up this quest if they start the adventure in Bryn Shander or shortly after they arrive in town. The dwarves ask the Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us characters to retrieve the sled and deliver the ingots safely to Blackiron Blades, for which each character will receive a gemstone as payment. Complications arise when goblins find the sled before the characters do.
The characters must either fight the goblins or finagle the ingots from them using guile or stealth. To further complicate matters, the goblins have a wagon pulled by hungry polar bears. Getting the Quest Three frostbitten shield dwarves approach the characters at the Northlook or in the snow-covered street:.
Three stocky figures bundled in cold weather garb stumble Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us toward you. They have snowshoes slung over their backs and ice picks fastened to their belts, and two of them have thick beards. We need help, and you look capable. This mine is owned and operated by Clan Battlehammer, and it provides most of the iron for the smithies in Ten-Towns.
The dwarves wear cold weather clothing. Only their eyes are visible. Treat them as commoners who speak Common and Dwarvish; being dwarves, they have darkvision out to a range of 60 feet and resistance to poison damage.
They carry ice picks Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Kits Skiff Us Anchorage 1d4 piercing damage instead of clubs. Each dwarf is briefly described below:. Hruna speaks for the group in a voice made raspy by years of smoking. She has lost her right ear and two fingers to frostbite. He has lost three fingers, two toes, and his nose to frostbite. A yeti surprised us and killed a member of our group. The rest of us fled as the yeti tore Oobok limb from limb. Now we need someone to go back and get the sled for us.
As payment, we offer each of Skiff Kits Anchorage Us Us Anchorage Skiff Kits you a gemstone worth fifty gold pieces. The friendship of the dwarves of Icewind Dale can also be a boon in these harsh times.
Korux can cover the expense of equipping the party with snowshoes if the characters are too cheap to pay for the snowshoes themselves. If the characters refuse the quest, the dwarves leave in a huff and do not trouble the party again. They spend a couple days searching in vain for others to help them before returning home.
Treasure Hruna carries a sealskin pouch that holds six bloodstones Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us 50 gp each. Korux carries 15 gp in a yeti fur-lined leather pouch. Storn carries a rusty iron lock 3 gp as a good luck charm; he lost the key that opens it. Blizzard When the characters get within a couple miles of the sled, a blizzard sweeps down from the north and engulfs them:. A blizzard descends on you, reducing visibility to twenty feet. Ask the players what their characters do during the blizzard, which lasts for 2d4 hours.
They can stop and wait for the blizzard to pass, or they Skiff Anchorage Us Kits Skiff Kits Anchorage Us can press on. You crest a snow-covered ridge and see a frozen, dismembered corpse in the gully in front of you. Snow covers some of the gory bits, but the headless torso and severed limbs are visible. You see tracks in the snow all around the corpse, and the telltale grooves in the snow left behind by a sled that has been hauled away. The corpse belongs to Oobok the dwarf. The tracks that are present were left by goblins.
Characters who inspect the tracks around the corpse can, with a successful Anchorage Skiff Us Kits Skiff Kits Anchorage Us DC 10 Survival Wisdom check, determine that they are fresh made in the past hour and belong to a half-dozen Small humanoids wearing snowshoes.
The tracks lead south. Goblins When the characters find the goblins, read:. All six of them groan, grunt, and curse loudly as they haul the bulky sled toward what appears to be a twenty-foot-tall wagon parked in the snow.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one- eared goblin boss, Izobai, sent six goblins forth to Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us seize the sled and its cargo, while she and two goblins stayed behind to guard the wagon and keep an eye on the two polar bears that pull it. The sled weighs pounds, and the iron ingots add another pounds of weight to it.
A single goblin can push or drag pounds, so it takes at least four of them to move the sled. If they come under attack, the goblins take cover behind the sled and retaliate with ranged attacks.
From this perch, she watches the battle unfold. These two goblins Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Us Anchorage have three-quarters cover. The goblins are prepared to give up the iron ingots in exchange for their lives and freedom.
The prolonged winter has made the goblins as miserable as everyone else in Icewind Dale. If the characters act kindly toward the goblins, by offering them a blanket or some other gift, the goblins give up the sled and the ingots and allow the characters to be on their way. The goblins hail from the fortress of Karkolohk see "Karkolohk".
Their job is to scour the tundra for food and treasure, Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us as well as creatures to enslave, but they are cold and eager to return home. Izobai fights only in self-defense. If defeat seems inevitable, she uses her torch to set fire to the wagon and flees into the tundra with her hawk, her treasure see below , and any goblins in the vehicle.
Freeing the Bears. A character who succeeds on a DC 12 Wisdom Animal Handling check can approach the polar bears without aggravating them and use an action to free one of them from its harness. On a failed check, both Skiff Us Anchorage Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us bears are hostile toward that character for the rest of the encounter. A freed polar bear does not attack the character who released it, but all other creatures on the battlefield are fair game. It would sooner eat a goblin than anything else, given how badly the goblins have treated the bears.
The goblins run away from a freed polar bear as fast as they can. Izobai carries two potions of animal friendship and a sealskin pouch containing 13 sp, 25 cp, and a bone whistle 1 sp. The other goblins each Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us carry 1d6 cp in sealskin pouches.
Concluding the Quest Three hundred iron ingots are wrapped in thick burlap and tightly secured to the sled with leather straps. Each ingot weighs 2 pounds and is stamped with the foaming mug symbol of the Battlehammer clan. Each ingot is worth 5 sp to a blacksmith. Once the ingots are returned to Hruna and then delivered to Blackiron Blades in Bryn Shander, the characters receive their promised rewards, including the 10 percent discount on goods they buy at the shop afterward.
A ferry out of Us Anchorage Kits Skiff Skiff Kits Anchorage Us Skiff Kits Anchorage Us Easthaven made the arduous trek unnecessary for merchants and other travelers, but the ferry was discontinued two months ago, cutting off Caer-Dineval and its eastward neighbor, Caer-Konig from the rest of Ten-Towns except by the overland route. Town residents are furious that the ferry service has stopped, mainly because they have not received deliveries of mead from the town of Good Mead, and the taverns have run dry.
Speaker Crannoc Siever lawful neutral human commoner speaks for the townsfolk. Known as a bully who shouts and uses theatrics to make his point, Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Us Kits Skiff Anchorage he has reportedly been ill for months and rarely makes public appearances nowadays. Caer-Dineval can muster up to 25 soldiers use the tribal warrior stat block and 2 veterans. Food see "Sacrifices to Auril". Caer-Konig, Easthaven. Other paths lead to Caer-Konig and Good Mead. Travel times in the Overland Travel from Caer-Dineval table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent.
Noteworthy places in town are marked on map 1. The Caer Castle residence of the town speaker This small castle Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Us Anchorage Kits was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered camps of explorers living off the land. The Dinevs hoped to claim sovereignty over the unsettled lands of Icewind Dale.
When the castle, dubbed Caer-Dineval, was completed, the workers and their families settled in the outbuildings they had constructed farther down the cliff, along with the families of the retainers the Dinevs had brought with them. Over the next few years, many explorers in the region came to see Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the Caer for themselves, and some built cottages in the shadow of its walls.
No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the torch. The orcs fell upon the stranded people and slaughtered them to the last one. The Dinevs survived the initial assault, but not the siege that followed. After three weeks of being confined in the Caer, the Dinevs were so weakened by hunger that they were unable to resist when the orcs scaled the castle walls. The Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Us Anchorage Skiff Kits Anchorage Us Anchorage Us Kits Skiff victors claimed the castle and its lands, and those with families brought them here to settle.
Today, the keep is the residence of the town speaker, Crannoc Siever, who recently made the mistake of opening his doors to the Knights of the Black Sword. The place has been out of business for almost a year. The Uphill Climb Tavern This tavern is situated northwest of the Caer, where it offers a spectacular view of the lake and the frozen docks. The proprietor, a rugged middle-aged man named Roark lawful good human commoner , Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Anchorage Us Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us blames the cursed winter and the closing of the Easthaven ferry for his business woes.
Although he has spare rooms with empty beds, he claims to have no available guest accommodations. If adventurers are looking for a place to rest, he suggests that they try the Caer. Roark and some of his patrons know something is amiss in the castle, but they refrain from talking about it. Here are a couple reasons why the characters might go there:. A sad story told by Cora Mulphoon, the proprietor of the Buried Treasures Skiff Kits Anchorage Us Kits Us Anchorage Skiff Skiff Kits Anchorage Us inn in Bremen see "Buried Treasures" , might spur the characters into searching the castle for her missing son, Huarwar.
Crannoc Siever, the town speaker, resides in the castle and is also a prisoner. The cultists keep the speaker alive in case they need him to make a public appearance. They can also use him as a hostage if the Ten-Towners take up arms against them.
These devil worshipers keep a low profile while seeking out new members to join their ranks. Knights of the Black Sword The Knights of the Black Sword Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Kits Skiff Anchorage Us are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. After they agreed to follow Levistus, a pale glow caught their eye in the snow nearby, leading to the discovery of a sword-shaped amulet of chardalyn.
Each of these amulets has an inner radiance that provides warmth Skiff Kits Anchorage Us Skiff Kits Anchorage Us and aid, protecting its wearer against the cold while guiding them safely back to civilization. They welcome new members and answer to Levistus, who speaks to them infrequently using a powerful form of cross-planar telepathy.
Even though they find her demanding and difficult to live with, they dare not defy her. Levistus has warned the Knights of the Black Sword that duergar are plotting the destruction of Ten-Towns. She has convinced the other cult members to forge alliances with anyone willing to oppose the duergar, including stray bands of adventurers. They have Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us the following additional trait: Icy Doom. If the time is right, however, they welcome the characters with open arms.
That time comes when Levistus instructs the cultists, in no uncertain terms, to form an alliance with the party. For that to happen, one of the following statements must be true:. One of the characters has the Runaway Author secret see appendix B. Levistus tells the cultists to terminate the alliance if one of the following events comes to pass:. The characters attack any member of the cult other than Kadroth, whom Levistus Skiff Kits Anchorage Us secretly despises.
The characters harm Avarice, the albino tiefling wizard, or inhibit her efforts to plunder the lost city of Ythryn. The characters give up their fight against the duergar menace threatening Ten-Towns.
Getting into the Castle The characters need not wait for an invitation to enter the castle. They can make their way inside using any number of stratagems, including the following:. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us to convince a cultist to let them inside. Warding the castle entrance are thick, battle-hardened wooden doors. These towers are connected by icy battlements and parapets.
Atop the castle walls and within the guard towers, torches flicker. Thus, the battlements and parapets that top the outer walls appear 20 feet high from the outside and are 10 feet high on the inside. Icy stone steps at either end of the courtyard climb to the tops of these walls, which are unmanned. Arrow slits in the outer walls of the guard towers and Anchorage Skiff Us Kits Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us central keep provide three-quarters cover to those standing behind them. Most of the castle is lit by torches regardless of the time of day.
If an alarm is raised, the following cult members are tasked with defending the castle:. Twelve cultists of various races and genders, who normally reside on the ground floors of the guard towers area C4.
Two cult fanatics a human named Huarwar Mulphoon and a tiefling named Fel Suparra , who normally guard the gatehouse area C6. The following locations are keyed to map 1. Main Gate Two lowered Skiff Kits Anchorage Us Skiff Kits Anchorage Us iron portcullises and two sets of closed wooden doors seal off the castle. The gatehouse area C6 holds the mechanisms that raise and lower the portcullises as well as open and close both sets of doors. Knock spells and similar magic can bypass these barriers, which otherwise require siege engines to force open.
Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. To the east of the double Plywood Skiff Kits Youtube door is a small, single-story building with a slanted, snow-covered roof.
West Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us Skiff Kits Anchorage Us of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy door.
Kennel and Sled Storage Six friendly sled dogs use the wolf statistics are housed inside this kennel. They bark loudly whenever someone approaches within 10 feet of the door. The cultists can hear the barking but choose to ignore it. Kennel Boy. Sleeping among the dogs is an eight-year-old Calishite youth named Alassar Sulmander neutral human noncombatant.

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