‘wiser2020 ‘zen Sick - Wildemaunt Adventure - Sources - DED Bayond
pgp
BEYOND
Frozen Sick
‘Something is kiling people in Palebank Village and ifthe characters dont stop it, they might be next. “Frozen Siek*is an adventure that takes
‘characters ftom 1st to 3rd level an introduces them tothe continent's Biting North region~the bleak arctic realms of the Greying Wildlands and
Eiselross
If your players are using the heroic chronicle to create their characters (see chapter inthe Explorers Guide to Wildemount, work with them to
decide how they made thet way to Palebank Village. Are they citizens of Uthodurn now aising inthe surface expansion of their civilization? Have they
‘come north to seek freedom from the wars of other lands? Any number of options can help te characters to this fig reglon and the mysteries it
holds
Story Overview
Urgon Wenth, a dwarf explorer recently returned home to Palebank Vilage after exploring the icy wastes of Eiseleross fora year. The dwarf brought
home several tems plundered from ruins on Foren the largest of Eiselerasss islands. Among these treasures were two beautiful blue glass vial,
hich Urgon sold to an elf collector named Verla Pele. The vials were then stolen, glen toa fence out of Shadyereek Run, and sold again to an
unsuspecting merchant,
In truth, the vals’ beautiful bive colors the result of deadly blue spores that cling to the interior ofthe glass, Faint cracks in both the vials have
‘exposed each person wo handled them to frigid woe, a deadly disease that cart be cuted by conventional means. The disease has already kled
Urgon and Verla, turning them into ice statues. Detals on fig woe are found inthe “Eselcross" section of chapter 9 of Explorer's Gude to
Wildemount
Frigid Woe
Frigid woe is a special dcease developed by Aeors mages tht cannot be cued by conventional treatment or magic. The only way a creature infected with the
isoase can be cared by fring and dking the manufactured aniot, amily liquid stored in gol ial found in Elsleross's ins. Ths ease was created 19
slow down the forces ofthe geds and get around the healing power of ther lees and anges
‘The steno i vanemites by breathing inblue pores tat Aeors mages eeaed long age. When a eeatre comes nto
on 8 0C 11 Consttion saving tow ot become nfectes with gd wos. takes 1
forthe symptoms to manifest nan infected creature, Thase symptoms
inctude fatigue chills, an visible Blue veins that appear onthe creature's body. The infected creatures speed isreduced by 5 fot as long a it romain infected
Every 10 dys after symptoms appet an infected eeatre must scored on a 0¢ 11 Constftlon saving tro ofits speeds redced by another fet. a
creatures sped seduced to Oa 8 reauk of thi disease, the creature es and ie body turn into a statue made ofc,
Acrestare can dink he angote as an ation ering al smptoms and effect ofthe isease instant
Adventure Summary
Wile the characters are in Palebank Village, community leader Elro Aldataur asks for their help figuring out who or what has killed Urgon Wenth, An
‘explorer recently returned from Elseleross, Urgon was aflicted by a strange malady that tumed him into an ice statue, and which has since shown up
in another of the vilages residents. The characters investigate the mystery while contending with the forces of the Uttolats, one of the criminal
families that control Shadyeceek Run, More infected locals are discovered, including one more already deae, before the characters clear Littlot thugs
‘ut of a local cavern complex called Croaker Cave. Inthe end the vials of frigid woe are reclaimed, but merchant Irven Lie and his family ae infected
and wil be the next to die without acute, Moreover, the characters might well be infected withthe disease themselves,
Ero asks the characters to travel to Eiseloross to seek a cure for fig woe. The characters take a boat to Syrnly, the Uthodurnian outpost on Foren,
‘and retrace Urgon Wents path tothe ruin of Salsvault. This magic laboratory was once a part of Aeor, an ancient fying city-state that crashed into
Eiselerose during the Calamity. Oly by braving Salevaul's defenses ané deadly guardians can the adventurers find the antidte they need
‘Setup and Starting Points
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‘ork with the players to establish why their characters are in Palebank Village. You can provide information regarding the vilage and its surrounding
lands, all of which ae described in chapter 3 of Explorers Guide to Wildemount.
Before the adventure bepns is lo the tine tout uti the characters lead know eachother ori this adventures the fist tie theyve met
Mystery in Palebank Village
‘The adventure begins in Palobank Village, withthe characters drawn immediately into the drama of death in an isolated settlement. Once the players
are eady to begin, read or paraphrase the following to set the scene:
‘Sow gently alls fom the sky and wing bites your cheeks as you stand nthe graveyard of Palebank Vilage fishing outpost of Uthodu that is home to several
hundred dwarves and eves. The suns low nthe sy, inking behindthe fresh grave of Urgon Went, an cle wart who caught a curse or disense that tuned him
Into anice statue. The ko he vilage have catered to pay thelial respects o geri rozen remains.
|As part of thelr characters backstores, the players can decide whether any of them knew Urgon or whether they've come to the funeral simply to
‘show respect tothe folk ofthe community Either way, continue by reading the following
‘gnu voice speake sl fam behind you “Thankyou for attending Ligon service" You tur and meet he gaze of Eko Aldatau weathered lf retked
ranger and the lader ofthe vilge. "Tm sory to speak of dark rings under such evcumstances, but believe hat Palebank Vilage might ben dager, anem
hoping you can help us"
Whether the characters are known in the village as neophyte adventurers or simply look the par, Ea (a neutral good, male wood elf veteran) hopes
that theyre the sort of people not afraid to step up to help flks in need, Use the following points to help guide the conversation as he explains his
‘concerns tothe characters:
+ Two months ago, Urgon Wenth returned home after exploring Eiseleross for a year. He had been back fo only for a few days when he came
down witha strange affliction, which made the dwarf move slowly and caused blue veins to appear allover his body.
The village's priests of Moradin and Corellon used every spell they could muster to attempt to heal Urgon, aut nothing they tried could stop the
bizarre malady. Urgon battled the afction for weeks, unti his ever-slowing body eventually tuned to ice
Until yesterday, Ero ang the est of the community believed that Urgor's sad fate was an isolated incident, mostIkely caused by something the
dwarf came into contact with while exploring Elseleross. Then Elo noticed Tull Lutan, a dwaf trapper, showing signs of the eame Illness,
+ Alarmed, Elo tried to tak to Tul about it, ut she pushed him away asking that he let her de in peace,
Elro's Request
Ifthe characters are wiling, Ero wants them to find out what caused Urgon and Tug action He's world that it could spread, but Tlgi refuses
to talk to him, and the Glassblades in the vilage are better known for their combat skills than their ability to glean the truth in @ complicated situation,
Moreover, Tulgis extremely aistrustful ofthe authorities.
Etro thinks a group of adventurers might have better lck convincing Tulgito talk. f the characters agree to help find the cause of Urgon and Tugs
‘affetion, Eko offers to pay them 100 gp. He suggests that the characters start by searching Urgon's home or talking to Tulgl athe: cabin.
Urgon's Cabin
Urgon Wenth led ina one-story, one-room lag cabin atthe edge of town, A good-natured Glassblade rookie named Mila Teno (a lawful good, female
wood elf scout) stands guard outside the front door. the characters explain why they've come, she allows them to enter the house and lock around
When the characters enter the cabin, read:
‘This ramped dark cabin ight have been a cozy place whens owner was alive, Now an vamade bed stands near cold feplce ts mane hang with he
head of some saring white beast wth gray horns. On the other sid ofthe room, mal table strewn wth dry dshes and set wih 2 dwartsized chal stands
before two empty shelves whose contents ae scattered across the flor kitchen utensil, ried foodstuffs, adventuring gear, anda few books.
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‘Any character who examines the mess inthe cabin realizes that someone recently trashed the place while searching it A successful DC 12
Intelligence (Investigation) check reveals the intruders footprints. Tull Lutan was the culprit, desperate for any clues that might help her cure the
{rigid woe that is kiling her, Her tracks lead outside and back to her cabin (see “Tuli's Cabin® below),
‘Adventuring Equipment
Urgon's adventuring equipment consists ofa silvered maul; suit of splint armor sized fora dwarf; bulky, fursined clothing sized for a dwart; a
‘grappling hook and a hooded lantern
Mounted Head
[Acharacter who succeeds on a DC 15 Intelligence (Nature) check recognizes thatthe head mounted above the mantle belonged toa yeti,a
monstrosity found in Eiseleross
‘Strange Receipt
[Acharacter who searches through the books on the shelf and succeeds on @ DC 10 Intelligence Investigation) check finds @ folded receipt used as @
bookmark. The receit is dated two months previous, and indicates that Urgon sold several Aeotian items found in Eiselcross to local antique shop
Pelc's Curiosities for 1,000 gp. The tems ate listed as a dagger, a scroll case, a jade statuette, a quiver of twenty arrows, a silver ring gt with a jasper,
‘and two blue glass vials
(Characters who are residents of Palebank Vilage or have been there for awhile know of Pel's Curositiesand also know thatthe shop was robbed
‘and vandalized two months ago,
Development
[After searching the cabin, the characters can continue their investigation by going to Tulgs cabin or by stopping at Pele's Curiosities (assuming they
found the receipt
Tulgi’s Cabin
When the characters approach Tulgis cabin, read
‘This snow-covered cabin oaks peaceful and quet fom the outade. ts windows are shuttered anda steady steam of emoke piping ou ofthe eheay inlets
roarg fee thin,
Tulgl Lutan's home is one-story, one-zoom log cabin. Because she isn't keen on letting the characters in, the following features might be important
+ The roof ofthe cabin is 12 feet high, Climbing up the outside walls requires a successful DC 10 Strength (Athletics) check.
+ The wooden door to the cabin is locked and has AC 15, 18 hit points, and immunity to poison and psychic damage. The lock can be picked with a
‘successful DC 12 Dexterity check using thieves’ tools or the door can be forced open wth a successful DC 15 Strength (Athletics) check. Tulgl
cates the key that unlocks the door
+ Each of the cabins four walls has one window, which is shuttered and latched from the inside, A window can be unlatched from outside with a
successful DC 12 Dexterity check using thieves'toals.
+ The inside ofthe cabin is brightly lit by fires in a brazier anda fireplace, though the smoky haze given off by both makes the interior ightly
obscured
Ifthe characters knock onthe door, Tug Lutan (a neutral evil female mountain dwarf thug with a walking speed of 10 feet) calls from the other side,
teling ther to go away. A character who shouts back through the door and succeeds on a DC 12 Charisma (Deception, Intimidation, or Persuasion)
‘check convinces Tull to open the door and allow the party insie. Otherwise, she ignores anything the characters say.
Iv the characters arent invited inside, they'll have to decide what other meane theyre willing to use to enter, Regardless of how they do so, when the
characters enter the cabin, read
‘The hatin his smell eabin hits kes hammer blow A table get with neal stecked debe, tools ar uteals stands a the center ofthe room, The small ofa
sinmesing soup comes froma pot hanging ini a roaring fireplace. Another re buns nan ran braze a the opposite end ofthe oom filing the cabin with a
‘smoky haze, Shivering a the end ofa bed near the braze is var wrapped in blankets Bulging ue veins streak her face neck and hands
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Ive character broke into the cabin, Tug attacks as goon as she sees them, fighting unl reduced to 10 hit points, then surrendering. She has two
pet wolves, ro and Jia, that hide beneath herbed. Ifa fight breaks aut, the wolves join the fray to defend her.
Fi
[Any creature that comes into contact with the brazer or the fireplace forthe fst time on its turn, or that stats its turn there takes 2 (164 fre
Hazards
damage
What Tulgl Knows
Tulglis gruff and tothe point, and tries to compensate for her illness with bluster. If the characters entered the cabin with her permission orf she
‘surrenders to them, she tlls them only that she has the same aficton that killed Urgon, and that she’s looking for a cure.
‘Acharacter who succeeds on a DC 12 Charisma (Intimidation or Persuasion) check convinces Tull to reveal the following information:
+ Tulsi came to Palebank Vilage a few years back from Shadyereek Run with her sister, Mul. Both work forthe Uttoot family,
+ The Urtolots sent the sisters and a few others tothe village to keep an eye on treasures coming back from Eiseleross—with the intent of stealing
‘them. When such artifacts come through the smal settlement, they are often unusual goods that treasure hunters are trying to keep away from
Uthodum or the Dwendalian Empire,
+ When Urgon Went returned to Palebank Village with treasures from Eiselrass, Tugi saw her chance, She waited fr Urgon to sell his finds to
Pele's Curiosities, then stole them al
+ Tulgi gave most of Urgors relic to Hull but kept one for herselt~an ornate dagger. She grudgingly gives this weapon tothe characters i asked
(coe “Treasute" below). Hull has the other tems ina site north ofthe village known as Croaker Cave,
+ Tulgiwas the one who searched Urgon's cabin, convinced thatthe dead dwarf must have had magic or ther secrets stored away there
Treasure
I Tula doesnt offer her dagger to the characters, any character with a passive Wisdom (Perception) score of 11 or higher notices the ornate blade in
‘a gilded sheath tucked under er shirt. 1f the characters claim the +7 dagger, a successful DC 15 intelligence (Arcana or History) check reveals that
the daggers a relic of the fallen fying city of Aeor.
Development
‘The characters have no trouble finding ether Croaker Cave or Pele's Curiosities if ether of those locations is their next destination If things went bad
With Tulg and she died before revealing any information, the characters might find notes or instructions from Hull revealing some ofthe information
above,
Pele's Curiosities
Pekcs Curiosities is an antique shop run by an introverted elf named Verla Pele. Verla keeps to herself, opening her shop only when the mood strikes
het She trades any and all abject that interest her, shipping them across Wiléemount, Characters who are residents of Palebark Village or have
been therefor a while know of Pel¢'s Curiostiesan¢ also know thatthe shop was robbed and vandalized two months ago. Ifthe characters are
recent arivals tothe village, anyone they ask about the shop mentions the robbery.
Pelc's Curiosities is @ one-story woro0m log cabin. The windows are shuttered and locked from inside, leaving the interior dark. The only entrance is
the front door, but characters can force open one of the shutters around the back wth a successful DC 12 Strength (Athletics) check, granting
‘access to Verlls quarters (see that section below),
When the characters approach the cabin, ead.
‘The dar cabin before you has a sign overs door which ead, "Pele's Cuostls” with the Image ofa curving dragon used to make the letter P. Though the shop
ppeare closed the font doo taht sa.
‘Any character with a passive Wisdom (Perception) score of 11 or higher hears whispered voices and footsteps coming from inside the cabin, Ifthe
characters succeed on a group OC 10 Dexterity (Stealth) check, they can surprise the bandits curently inthe shop
Front Shop Area
‘The antique shop occupies the large front room of the cabin, When the characters can see into this area, ead
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Five cooked eles appear to have ransacked the shop end ae searching trough the broken debris on he foe. The futur
been smashed andthe shop's wares nom ter the oo
sheWes end font counter have
‘This area is cfieult terain thanks tothe debris covering it.The five elves are banelts with darkvision out to a range of 60 feet, advantage on saving
throws against being charmed, and immunity to magic that would put them to sleep.
‘The bandits attack as soon as they notice the characters, fighting untl only one remains. That survivor then surrenders. If captive bandit is
‘questioned, a character who succeeds on a DC 10 Charisma (Intimidation) check can learn the following information:
+ The bandits work for Hull Lutan, @ dwarf priestess of Tiamat. Hull works forthe Uttolat family of Shadyereek Run
+ Hull's sister Tulgi robbed Pele’s Curiosities two months ago
+ Hullis sick or cursed with some action that causes her to mave slowly and is turing her veins blue.
+ Hulll ordered the bandits to trash Pel's Curiosities in search of potions, serolls or ether items that might help cure her. Despite their thorough
search, the bandits found nothing useful. Hull's hiding out with more bandits in Craaker Cave
Verla's Quarters
Vera's quarters are at the back of the cabin. When the characters gain access to this area, read
What appears 10 bean ie statue of an eis bundled beneath the blankets af a bed along the eat wall othe oom. A svalltble loaded wh ity teacups anda
kee stand neat to the be
The figure in the bed is the unfortunate Verla Pele, who was infected with frigid woe by Urgon Wenth’s Aeorian relics. Her symptoms appeared a few
Weeks after the shop was robbed, but the reclusive elf never told anyone about them.
Development
‘Questioning any ofthe bandits can turn up solid leads that can take the characters to Crosker Cave, or back to Tugs cabin if there are other
questions the dwart has yet to answer. If they were unable to question the bandits, you can have one ofthe bandits carying orders from Hull that
polnt toward the Croaker Cave hideout
Croaker Cave
Characters local to Palebank Village or who have spent some time there know Croaker Cave. I all the characters are new arrivals to the village, any of
the villagers can tell them about the cave and how to get there,
(Croaker Cave gets its name from ts resident ga
frogs. ts entrance is on the shores ofthe Frigid Depths, due north of Palebank Village. As the
‘characters draw close tothe cave entrance they see frequent signs of tracks where bandits have been coming and going. However, there are no
signs of patrols or ards. A plume of smoke rises from the ground beyond the cave entrance, venting through a narrow natural chimney from area
66, The chimney is too small tobe climbed, however, and the main cave entrance isthe only entry point
Knowing thatthe residents of Palebank Vilage avoid the cave and its dangerous frogs, Hull Lutan has made the place her base of operations. She
and the Uttolot bandits she commands have domesticated the lant ice frogs that make the cave their home, using them as quard animals.
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Giant Ice Frogs
With the exception of ld Croaker (see es C5), glant ice frogs are glant frogs with immunity to cold damage
‘The blue-skinned frogs attack any creatures inthe cave complex not escorted by bandits they recognize, Each fights until reduced to ha its hit
points or fewer, then flees. A character who succeeds on a DC 15 Wisdom (Animal Handling) check as an action convinces one frog to not attack or
to stop attacking. Ifthe character or any ofthe
alles attacks or harms the frog, tresumes combat,
‘The frogs spend much oftheir time resting in pools of murky. rigid water in Croaker Cave. A character who succeeds on a Wisdom (Perception)
check opposed by a ftog’s Dexterity (Stealth) check notices @ frog hiding in a pool. fa fog goes undetected, it attacks with surprise when a
character comes within § feet ofthe pool
Uttolot Bandits
‘The bandits sent out wth Hull by the Utolot family are all dwarves and elves. Up to ten bandits normally occupy Croaker Cave, but only three are
currently present (in area C2), They use the bandit stat block and have darkvision out toa range af 60 Feet. In adaltion, the dwarves have resistance
1 poison damage and have advantage on saving throws against poison; the elves have advantage on saving throws against being charmed and
Immunity 19 magie that would put them to sleep
LUtolot bandit attack any intruders on sight, Each fights until reduced to half its hit points or fewer, then flees the caves, I the characters capture an
LUttolot bandit they can lear the fllowing information with @ successful DC 10 Charisma (Intimidation) check
‘+ Hulls sick withthe same malacy that killed Urgon Werth.
+ ‘She plans on setting out for Shadyereek Run soon, hoping that trading the tems her sister Tulgl stole from Peles Curlosities allows her to pay for
healing that will cure her.
Croaker Cave Features
‘The caverns and tunnels af the Croaker Gave complex are shown on map 5.9 Unless otherwise noted in an area's description the following features
‘are common throughout all areas of Croaker Cave.
Celings
‘caver ceilings are 10 feet high with only 8 feet of clearance beneath stalactites,
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Walls
Climbing the rough walls of a cavern requires a successful DC 12 Stength (Athltics) check.
Light
‘The caverns contain no light sources, except in area C6, as the inhabitants of Croaker Cave rly on darkvision to see
Frigid Pools
Pools of muy, frigid water within the caverns are created by melting snow on the rocky ground above dripping down through the celing, Fach poo!
is 10 feet deep. A creature completely submerged in a pool must sueceed on a DC 10 Constitution saving throw or gain one evel of exhaustion
‘Creatures with resistance or immunity to cold damage automatically succeed on this saving throw. For each minut the eveature spends submerged
ina pool it must repeat this saving throw, gaining another evel of exhaustion ona failure.
C1. Entrance Pool
‘This area of the cave is close enough tothe entrance that its dimly it by day and on clear moonlit nights. When the characters can see into this area,
read
‘The slow depping of water sounds out wher falls fom stalactites down ito 2 murky pool hat filth ough tunel ahead. Ever few moments, 2 loud
aking sounds out from somewhere inthe darkness beyond
‘With darkvision or an appropriate ight source, the characters can see a 25-foatlong heavy wooden beam Wing against the west wall af the cave at
the south end the pool. The Utolat baneits use the beam to cross the pool, and pull t back to the far side when they ae in the cave
‘Two glant ice frogs hide in the murky pool. f combat breaks out in this area the bandits in area C2 quickly come to investigate.
€2. Training Pool
“The slow depping of water fom the cling wet a poclin the souPwest comer of tis cavern large wooden bucket with lst nea the eg ofthe po
Three Uttolot bandts and two giant ce frogs normally occupy this cavern. I the bandlts have not yet been alerted to disturbances, they ate traning
the frogs. Add the following
| dwatt and wa elves bundled i yer of wine ething ae vowing dead bts nto the ak Two gant bueakinned fogs leap upto snatch the bts nmi
seemingly a prt of some sr of wang ession.
I" the bandits went to investigate disturbances in adjacent areas, the frogs are hiding inthe pool
Bucket
‘The bucket holds six dead bats used as training treats. A character who offers a dead bat to @ frog has advantage on their next Wisdom (Animal
Handling) check made to contro that frog's behavior
C3, Bat Cavern
‘This cavern reeks, sneer is covered in bat guano.
[A swarm of bats sleeps among the stalactites inthis cavern. anything disturbs the bas (Including alight source or aloud noise inthe cavern, the
‘swarm attacks the source of the disturbance. The swarm fights until reduced to half its hit pants or fewer, then flees out of the cave complex. I
‘combat breaks out inthis area the bandits in area C2 cometo investigate,
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‘Treacherous Floor
‘The foot ofthis area is covered in slippery bat guano, Whenever a creature standing onthe loo takes damage, it ust succeed on a DC 10 Dexterity
(Acrobatics) check ofall prone.
4, Bandit Camp
‘Ten empty bedols are arranged ina cicle around aco fire pi atthe center ofthis caver. Chicken bones, empty wine an spits botles and other food waste
Inter the for
‘ne ofthe bestolls covers the opening of a 10-foot deep pit trap. The trap can be spotted with a DC 10 Wisdom (Perception) check. Ifnot spotted,
anyone walking across the bedtoll falls into the pit taking 3 (146) bludgeoning damage and landing prone. A creature that falls ito the pit makes
‘enough noise thatthe bandit In area C2 Investigate.
Treasure
‘Searching all the bedrolls reveals that one contains an unopened bottle af Bald Owarf Whisky (worth 25 gp), an alcohol made by elves in Uthodurn
C5. Old Croaker's Pool
Wate etipping down trom stalactites inthe coiling fil a dark poo that completly covers the foro this caver
‘croaker Cave’ largest denizen—named Old Croaker by the Utolot bandits—has claimed this pool. Ithides in the water and attacks as other giant ice
{rogs. Old Croaker isa giant toad with immunity to cold damage.
(ld Croaker has been trained to ferry Hull and visitors to her cavem (area C6) across the pool A character who succeeds on a DC 15 Wisdom
{Animal Handling) check to convince Old Croaker to not attack the party can also convince the fog to ferry allthe characters across the pool one at
atime.
C6. Hull's Cavern
When the characters can see into this area, rea:
[A warm rush o heat comes fom a massive fire burg inthe center ofthis ever its smoke venting up though a narrow stone chimney The ames ituminate
a rough panting ofa fveheaded dragon that dominates the roth wal Abectlls spread out beneath the mural Near the cracking blaze, a dwar bundled ina
heavy cloak sts on stone chest beside an elf whose fae is covered in dragon tattoos. The dwar faces streaked wth pulsing ble veins.
Hull Lutan (a neutral evi, female mountain dwarf cult fanatic with a walking speed of 15 feet, darkvision aut toa range of 60 feet, resistance to
poison damage, and advantage on saving throws against poison) and her apprentice, Raegrin Mau (a neutral evi, male wood elf cultst with