In Divining Evil, a chilling adventure set against the stark backdrop of Icewind Dale, players are thrust into a gripping mystery following a brutal murder within the Thuunlakalaga clan. As they navigate the unforgiving wilderness and delve into the heart of Wyrmdoom Crag, adventurers will encounter a mix of intrigue, dangerous foes, and morally complex NPCs. This adventure is designed for characters of levels 1 to 4 and offers a rich blend of roleplaying opportunities and combat. Prepare to uncover dark secrets and confront the malevolent forces that threaten the fragile peace of this icy realm. Perfect for both new and seasoned players, Divining Evil is the second chapter of the Plague of Ancients Campaign.
Table of Contents
Adventure Overview
Setting
Review
Affiliate Links
Dungeon Master’s Notes
Adventure Summary
Part 1
Part 2
Part 3
Part 4
Monsters
NPCs
Treasure
Magic Items
Adventure Overview
This is a captivating adventure set in the frigid expanse of Icewind Dale, where players are called to investigate a shocking murder that disrupts the lives of the Thuunlakalaga clan. As the party delves into the mystery, they must navigate the harsh wilderness surrounding Wyrmdoom Crag, encountering a range of enigmatic NPCs and deadly creatures along the way. The adventure unfolds across four distinct parts, each rich with opportunities for investigation, combat, and roleplaying, allowing characters to form deep connections with the storyline and its inhabitants. Players will face moral dilemmas and unravel dark secrets that hint at a larger threat looming over the region. Designed for characters of levels 1 to 4, this adventure balances thrilling encounters with emotional depth, making it an engaging experience for both new and seasoned players. Prepare for a journey filled with suspense, danger, and the chilling realities of survival in a land under the icy grip of the Everlasting Rime.
The adventure is set in Icewind Dale, a harsh and unforgiving landscape characterized by its frigid temperatures and perpetual darkness, ruled by the malevolent influence of Auril the Frostmaiden. Central to the story is Wyrmdoom Crag, the home of the Thuunlakalaga clan, where the cold drives the inhabitants to huddle near fires, hoping to endure the relentless chill. As adventurers explore this icy realm, they will encounter treacherous terrain, lurking dangers, and the desperate struggles of the local populace, all under the looming threat of ancient evils awakening amidst the snow.
Review
Set against the unforgiving landscape of Icewind Dale, this adventure immerses players in a chilling narrative filled with survival challenges and intricate roleplaying moments. From the outset, the adventurers must contend with the biting cold and the eerie isolation of Wyrmdoom Crag, a setting steeped in both natural beauty and lurking dangers. The relentless winter, marked by the influence of Auril the Frostmaiden, creates a tense atmosphere that not only heightens the stakes but also fosters teamwork and strategic thinking as players navigate through the snow-laden wilderness and haunted terrain.
A standout aspect of this adventure is its rich blend of combat, exploration, and investigation, allowing players to engage deeply with the story and its inhabitants. DMs will find the setting easy to prepare and run, as it provides ample opportunities for improvisation and narrative engagement without overwhelming them with complex mechanics. The interplay of chilling horror elements and moral dilemmas further enhances the experience, inviting players to make meaningful decisions that impact the unfolding story.
Divining Evil serves as an excellent entry point into Icewind Dale, seamlessly connecting with broader campaigns such as The Rime of the Frostmaiden or subsequent adventures in the Plague of Ancients series. Overall, I I recommend it for groups eager to explore a hauntingly immersive adventure. Its compelling plot, atmospheric setting, and well-crafted encounters ensure a memorable experience for both novice and seasoned players alike.
Maturity: Some narrative goreAffiliate Links
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Dungeon Master’s Notes
Warning! Spoilers for this adventure are below. This section is intended for Dungeon Masters as a quick-start guide for gameplay and setup.
Adventure Summary
Introduction: Divining Evil is set in the icy wilderness of Icewind Dale, specifically around Wyrmdoom Crag, and is designed for characters of levels 1 to 4. The adventure begins with a shocking murder that disrupts the lives of the Thuunlakalaga clan, prompting the party to investigate the events surrounding the crime.
Adventure Structure: The adventure unfolds in four main parts, each contributing to the overarching narrative and providing opportunities for exploration, combat, and roleplaying.
Call to Action: The adventure starts with the characters being awakened by the chilling screams from outside Rikuur Hideminder’s hut, where he has been brutally murdered by Frostclaw. The village is shaken, and Old Goat, the clan leader, urgently requests the party to investigate the murder and find out what happened.
Key Elements:
Characters learn about Rikuur's importance to the clan and the terror that has gripped Wyrmdoom Crag.
They are introduced to key NPCs, including Old Goat and Kaskur Spearsong, who provide insights and express their grief and anger.
Part 1: Red Snow In this segment, the party begins their investigation by questioning Rikuur’s students, the Souljoined—Grakal, Nararhak, and Thugeo. Through their inquiries, players gather information about Rikuur's recent behavior, a possible connection to a chardalyn artifact, and clues pointing toward the motives behind the murder.
Objectives:
Players explore Rikuur’s hut, uncover clues, and piece together the circumstances surrounding the murder.
They discover a connection to Frostclaw and her potential involvement in the broader plot involving the druid Feral-Tongue.
Part 2: Seeking the Lair The investigation leads the characters to search for the lair of Frostclaw. They must navigate the harsh wilderness and confront various threats, including corrupted creatures affected by chardalyn. During this journey, they utilize a chardalyn arrowhead that begins to guide them toward Frostclaw’s den.
Objectives:
Characters must deal with encounters that test their skills and resourcefulness.
They follow clues that reveal more about the connection between Frostclaw, Rikuur, and the encroaching darkness within the region.
Part 3: Awakened Darkness Upon reaching Frostclaw’s lair, the players discover traps that indicate she was aware of their pursuit. As they explore the lair, they find evidence of Frostclaw's activities and her ties to Feral-Tongue's sinister plans to harness the power of the corrupted beasts.
Objectives:
Players confront Frostclaw's traps and explore her lair, learning critical information about the broader threat to Icewind Dale.
They uncover the chilling reality of how Feral-Tongue has been manipulating creatures in the area for his own ends.
Part 4: Vile Guardians In the climactic final act, the characters must navigate the dangers of Frostclaw's lair while dealing with the minions of Feral-Tongue. As they gather the last pieces of information about the plot against the Thuunlakalaga clan, they must prepare to escape while being pursued by corrupted creatures.
Objectives:
A series of intense encounters challenge the party as they race to warn Old Goat and the clan about the impending threat.
Players must confront their fears and make crucial decisions about their next steps in confronting the growing evil in Icewind Dale.
Conclusion: As the adventure wraps up, the players will have pieced together the mystery surrounding Rikuur’s murder and the larger schemes of Feral-Tongue. They may need to return to Wyrmdoom Crag to relay their findings and prepare the clan for the upcoming challenges, setting the stage for future adventures in the Plague of Ancients series.
Part 1
In this initial part of Divining Evil, the characters begin their investigation into the brutal murder of Rikuur Hideminder, whose body is discovered outside his hut. Players will interact with key NPCs, including Old Goat, the clan leader, and the Souljoined (Rikuur’s students: Grakal, Nararhak, and Thugeo), who provide crucial insights into Rikuur's recent behavior and potential motives for the murder. Important clues are found in Rikuur’s hut, such as a chardalyn arrowhead and evidence of Frostclaw's involvement. Dungeon Masters should emphasize the emotional tension within the clan, as the characters navigate grief, suspicion, and urgency in gathering information to prevent further violence. Additionally, prepare for roleplaying opportunities that explore the relationships between NPCs and the impact of the murder on the community.
Examining the Body: Wisdom (Medicine) DC 13, reveals that Rikuur was alive during his dismemberment.
Searching the Hut: Intelligence (Investigation) DC 15, uncovers crucial evidence including the chardalyn arrowhead.
Determining the Cause of Death: Intelligence (Arcana or Nature) DC 14, indicates that magic was not used in the murder.
Gathering Information from NPCs: Charisma (Persuasion) DC 12, gains trust from Rikuur’s students, leading to valuable insights.
Identifying the Feather: Intelligence (Nature) DC 20, identifies the feather as belonging to an unusually large owlbear.
Part 2
In this section of Divining Evil, the characters follow leads to track down Frostclaw's lair, utilizing the chardalyn arrowhead as a compass. As they traverse the harsh wilderness of Icewind Dale, players encounter various threats, including corrupted creatures influenced by chardalyn, which adds tension and urgency to their quest. Dungeon Masters should prepare for dynamic encounters that test the party's survival skills and resource management, while also emphasizing the atmosphere of dread and isolation. Important NPCs may provide additional insights, and the decisions players make during this journey will shape their understanding of the larger threat posed by Feral-Tongue. Ensure to convey the challenges of navigating the frozen terrain and the sense of impending danger as they draw closer to Frostclaw's den.
Tracking Signs: Intelligence (Investigation) DC 13, reveals clues about Frostclaw’s movements.
Navigating the Wilderness: Wisdom (Survival) DC 10, successfully finds safe paths through the blizzard; failure may lead to dangerous encounters.
Persuading NPCs for Information: Charisma (Persuasion) DC 15, gains crucial insights from local inhabitants; failure results in mistrust and reluctance to share information.
Identifying Corrupted Creatures: Intelligence (Nature) DC 12, recognizes signs of chardalyn corruption in the area; failure leads to misinterpretation of threats.
Part 3
In this section of Divining Evil, the characters finally locate Frostclaw's lair, where they must navigate a series of traps and obstacles indicating that the owlbear was aware of their pursuit. As they explore the lair, players encounter chardalyn mephits and discover crucial information about the sinister plans of Feral-Tongue, who is using Frostclaw as part of his greater scheme to build an army of corrupted beasts. Dungeon Masters should emphasize the atmosphere of tension and danger, as the lair's environment poses both physical and psychological challenges. It's important to manage the pacing of encounters and provide opportunities for the players to gather information that ties back to the overarching narrative, as well as to prepare for the impending threats that will culminate in the final part of the adventure.
Disarming Traps: Dexterity (Sleight of Hand) DC 15, successfully disarms a trap without triggering it; failure activates the trap, causing damage.
Searching the Lair: Intelligence (Investigation) DC 13, uncovers important lore about Frostclaw's connection to Feral-Tongue; failure leads to missing crucial information.
Identifying Magical Effects: Intelligence (Arcana) DC 14, recognizes the influence of chardalyn in the area; failure may misinterpret the source of danger.
Detecting Hidden Creatures: Wisdom (Perception) DC 12, spots hiding chardalyn mephits before they attack; failure allows the mephits to gain surprise.
Part 4
In the final section of Divining Evil, the characters confront the minions of Feral-Tongue deep within Frostclaw's lair. As they navigate the treacherous environment, players face multiple encounters with corrupted creatures influenced by chardalyn, including chardalyn-infused beasts that attack fiercely. Dungeon Masters should emphasize the urgency of the situation, as the party must gather any remaining chardalyn artifacts while also dealing with the threats that arise. The stakes are heightened as players strive to escape the lair and return to Wyrmdoom Crag to warn the clan about the imminent danger. Ensure to manage the pacing of encounters, allowing for moments of tension and decision-making that reflect the characters' resolve against overwhelming odds. This part serves as a climax, tying together the adventure's themes of corruption and survival, leading to potential consequences for the characters' choices.
Evading Attacks: Dexterity (Acrobatics) DC 14, successfully avoids an attack from a corrupted beast; failure results in taking damage.
Searching for Artifacts: Intelligence (Investigation) DC 15, uncovers important chardalyn artifacts; failure leads to missing crucial evidence.
Intimidating Corrupted Creatures: Charisma (Intimidation) DC 12, successfully frightens away weaker enemies; failure emboldens them to attack.
Assessing the Lair's Dangers: Wisdom (Perception) DC 13, identifies hidden threats in the environment; failure leads to surprise attacks.
Monsters
Part 2: Manticore, Air Elemental, Air Weird, Ankheg
Part 3: Saber-Toothed Tiger, Silver Dragon Wyrmling,
Part 4: Swarm of Centipedes, Chardalyn Mephit, Giant Elk, Young RhemorhazNPCs
Ogolai Orcsplitter ("Old Goat"): The chieftain of the Thuunlakalaga goliaths, an elderly warrior with a heavily scarred face who prioritizes the safety and prosperity of her clan.
Kaskur Spearsong: A headstrong and impetuous goliath warrior who leads the clan's hunters and seeks to usurp control from Old Goat due to his frustrations with her leadership.
Grakal Dawnbearer: A member of the Souljoined trio, known for their vibrant personality and humor, who deeply cares for their fellow clan members.
Nararhak Tree-Eye: Another member of the Souljoined, a cautious druid who has a keen understanding of flora and fauna, and bears unique heterochromatic eyes.
Thugeo Goatchaser: The third member of the Souljoined, a goliath warrior known for his physical prowess and friendly demeanor, currently struggling with bouts of rage influenced by chardalyn.
Rikuur Hideminder: The goat shepherd and clan teacher whose murder serves as the catalyst for the adventure.
Wayani Highhunter: The clan smith who offers to incorporate materials salvaged from the remorhaz into characters' weapons or armor.Treasure
A handful of grave coins of silver and copper found in an empty sarcophagus.
A pouch with a handful of coins and a clay flask full of light, sweet mead, found on a frozen dwarf.
Handcrafted ceramic mugs found scattered around a brewery cart.
An intricately carved walrus tusk found within a hoard area.
Various trinkets that can be rolled on the Icewind Dale Trinkets table from Icewind Dale: Rime of the Frostmaiden.
Boots of striding and springing, appearing worn but actually gnome-crafted with gears and springs embedded in the soles.
A potion of healing that regains 2d4 + 2 hit points when consumed.
A spell scroll of lesser restoration, which can be cast without material components.
Level 1, 20 gp per hour (max 80 gp)
Level 2, 30 gp per hour (max 240 gp)
Level 3, 200 gp per hour (max 1,600 gp)
Level 4, 750 gp per hour (max 6,000 gp)MINING TREASURE
Magic Items
Boots of Striding and Springing (Wondrous item, uncommon): These gnome-crafted boots have gears and springs embedded in the soles. While worn, your walking speed becomes 30 feet, and you can jump three times the normal distance.
Potion of Healing (Potion, common): When consumed, this potion restores 2d4 + 2 hit points. Its red liquid glimmers when agitated.
Spell Scroll of Lesser Restoration (Scroll, uncommon): This scroll allows the user to cast the spell Lesser Restoration without needing material components. Once cast, the scroll crumbles to dust.
Chardalyn Arrowhead: While not a traditional magic item, this corrupted arrowhead has a unique property of lightly tugging toward the mountains to the southeast, guiding characters to Frostclaw’s lair.






