TEXT: Menace Of
  The Icy Spire
  A 5e Solo Conversion
  
   
  Menace of  
  the Icy Spire 
  A 5E Solo Conversion 
   
  By Paul Bimler 
   
   
   
  CREDITS 
  Art credits: Elven Tower Maps, Purple Duck Games, Tom Prante,  
  Ivan Bilibin, Albert Bierstadt 
  Original Module by Sean Molley 
  Conversion Text by Paul Bimler
  DM’s Guild Products used: 
  Dungeon Magazine Issue 159 
  Expanded Armory & Gear by Jason Mendell 
  Traders & Merchants! by Warlock Homebrew 
  The Emporium of Uncanny Magic: Lost Potions By Scott Fitzgerald Gray 
  Art Collection: 111 CCO Nature Landscapes by Christian Eichhorn 
  Playtesting / Editing by: John Todsen, David Bond, Kristina Chun,  
  Adrian Aguirre Riofrio, Nathan Voss, Scott Niedjela 
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the 
  USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
  INTRODUCTION: FROM PARTY TO SOLO! 
   
   
  This is a conversion of the Fourth Edition 
  Dungeons and Dragons adventure 
  “Menace of the Icy Spire”, which appears 
  in Issue 159 of Dungeon Magazine. This 
  conversion updates the adventure to Fifth 
  Edition, and also changes it from a party 
  adventure to a solo adventure. You will 
  not need a DM to play through this. You 
  will require a copy of Dungeon Magazine 
  159 (available on DM’s Guild), but your 
  main reference document will be this pdf. 
  Follow the text and directions in here to 
  experience a Fifth Edition Solo D&D 
  adventure. The author has also included 
  one or two little touches of his own to 
  enhance the experience and make the 
  adventure slightly less linear than the 
  original. You will be directed to the 
  original text at different points, and all 
  converted encounters will be found within 
  this pdf. Links embedded within the 
  options will move you between entries and 
  sections.  
  The conversion consists of three sections: a 
  part-based narrative that guides you 
  through the adventure, a section of 
  entries that you will be directed to from 
  time to time based on your choices, and a 
  section containing the details of various 
  encounters you might face.  
   
  WHAT WILL YOU NEED? 
  You will need a copy of Dungeon 
  Magazine issue no. 159, available on DM’s 
  Guild. Perhaps you already own a copy of 
  Dungeon 159: even better. Other than 
  gaining the adventure you will require for 
  this solo conversion, the price is offset by 
  the fact that there are two other excellent 
  4e adventures (“Ziggurat Beyond Time,” 
  “Lost Mines of Karak”) contained in this 
  issue, either of which I may make a solo 
  conversion for in future. If I do get 
  around to that, you will already have the 
  relevant issue and will not need to 
  purchase for that conversion. If not, you 
  could run these two outstanding 
  adventures for your group, or pass them 
  to your DM to run if you are a player.  
  You will also need to create one or more 
  PCs for this adventure, as detailed below.  
   
   
   
  
  CHARACTER CREATION 
  Co-operative: The original 
  recommendation is for five Level 2 PCs, 
  but for ease of play in the solo format, we 
  recommend you run it with 2 Level 9-11 
  adventurers. Level 9 will provide a 
  deadly, near impossible challenge, and 
  level 11 a moderate challenge. You can 
  run both PCs yourself if playing solo, or 
  you can play with a friend. Remember, a 
  DM is not needed to play this quest. 
  Use point-buy for ability scores. Equip 
  according to class and gain gold according 
  to background. 
  Roll HP with advantage for your two 
  PCs. If you are creating fresh PCs for this 
  adventure, it’s assumed they have reached 
  their current level by completing quests, 
  so gift them with d20x80 gold pieces each 
  (2 PCs co-operative), or d20 x 100 gp (solo 
  PC), which they will get a chance to 
  spend early in the adventure.  
  True Solo: The other option, which is 
  potentially harder than the dual PC 
  option, is to run this quest with a single, 
  Level 12 PC. This may take you a few 
  attempts. Use max HP, and death saves 
  are not allowed. Give your PC d20x100 
  gp if they are freshly created for this 
  adventure, to use for shopping early on.  
  Let’s get straight into it. 
   
  BACKSTORY 
  It is late summer as you enter the Gray 
  Vale, a green and prosperous country, 
  with the bustling town of Loudwater at 
  its centre. Despite the season, the first 
  thing you notice on arriving is the 
  weather - unseasonably cold, wintery 
  even. Things have not become too 
  dangerous for travellers yet, but it seems 
  winter has arrived early, and in the faces 
  of ocal farmers you see worry and stress. 
  If this continues, the crops will freeze and 
  die before harvest time, jeopardizing the 
  entire area’s food supply. 
  You are relieved to reach Loudwater, and 
  set about trying to get to the bottom of 
  this mystery. What is causing this strange 
  weather? No-one seems to know 
  anything, but there is one tidbit of 
  information: local woodsfolk report that 
  the cold appears to be more pronounced in 
  the area of the Dire Wood. Rumours 
  even tell of blizzards in broad daylight!  
  One evening you corner a local noble in 
  the Green Tankard, a well-appointed inn 
  where you have taken rooms. Lord 
  Lathanel Grimward is outspoken on the 
  subject of the bizarre weather, and the 
  more mead you ply him with, the more 
  effusive he becomes.  
  “Some claim it is the work of evil faeries,” 
  Lord Grimward tells you, “but the town’s 
  leaders believe that the cursed 
  Draigdurroch Tower is to blame!” 
  “Draigdurroch Tower?” you ask. “What 
  is this place?” 
  “In the Dire Wood,” Lord Grimward 
  says, taking another long sip of mead. 
  “Draigdurroch is a warlock, although he’s 
  not been seen in 30 years… the tower’s 
  history is well-known.” 
  Over the next half hour, Lord Grimward 
  tells you the story of Draigdurroch.  
   
  Now go to page 5 of the original 
  pdf and read the section 
  ‘Background’. Then return here. 
   
  You retire to bed that night, your dreams 
  crowded with strange images of icy spires.  
  The next morning, you are greeted by a 
  detachment of bailiffs who wait for you in 
  the tavern’s entrance hall.  
  “Good, you’re up,” the head bailiff says. 
  “Lady Moonfire has requested your 
  presence at the town hall.” 
  “Lady Moonfire?” you ask. “Town hall? 
  But we’ve only been here a few days.” 
  “Nonetheless, she has heard of you. Her 
  good friend Lord Grimward informed her	
    
  
  of your presence. She has employment for 
  you.” 
  Intrigued, you follow the bailiff to the 
  town hall where you meet Lady 
  Moonfire, Loudwater’s civic leader. She 
  greets you warmly.  
  “Have you eaten?” she asks, waving a 
  hand. Soon, servants have presented 
  platters of fruit and pastries before you, 
  and hot pots of tea and coffee are served. 
  The food is excellent after surviving on 
  your travel rations for so many days.  
  “I’ve been getting an earful from the 
  local farmers,” Lady Moonfire informs 
  you. “And when Lathanel informed me 
  that you were interested in this matter, I 
  thought it wise to summon you here.” 
   
  Now go to page 6 of the original 
  pdf and read the first section 
  printed in red italics, beginning 
  “We would be in your debt..” Then 
  return here. 
   
  “I would also ask, that if you find any 
  arcane-looking tomes, that you bring 
  those to me. Draigdurroch reportedly had 
  quite a collection.” 
  You agree outwardly, thinking to 
  yourself that you’d probably be wanting 
  to keep a few such books for yourself, but 
  the prospect of this quest is too intriguing 
  to resist.  
  “Curuvar the Brazen, one of our local 
  wizards, also has a vested interest in 
  inspecting any magical goods you might 
  discover. He’s been under a lot of pressure 
  lately, poor chap. The townsfolk look to 
  him to mend all these problems, but I am 
  afraid this is beyond his abilities.” 
  Lady Moonfire offers a reward of 500 
  gold pieces for each of you if you can get 
  to the bottom of the mystery of the 
  weather, and clear Draigdurroch’s cursed 
  tower.  
  Later, you get to meet Curuvar The 
  Brazen, and he relates his view of things 
  to you. In good faith, he also gifts you 
  with two healing potions.  
   
  Now go to page 6 of the original 
  pdf and read the second section 
  printed in red italics, beginning 
  “By Mystra’s lost spell..” Then 
  return here. 
   
  Lady Moonfire informs you that the 
  tower is about a mile east of the Dire 
  Wood. It’s less than about a day’s travel 
  to reach the tower from Loudwater, so 
  you might choose to make camp along the 
  way, or you might not. However, given 
  the situation, you’ll should probably 
  prepare for cold weather.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  LOUDWATER MERCHANT MAP  
  You have time to explore the merchants of Loudwater before embarking on your quest. 
  Consult the following map and decide which you will visit! The numbers correspond to 
  specific merchants. 
  When moving between merchants, roll a d100. On a 50 or above, go and roll on the 
  Loudwater Urban Encounter Table, found below! 
  Passing through the gate between the two halves of the town costs 5 gold pieces. 
   
   
   
  1: Grayvale Armourers 
  2: Maces, Mauls & More 
  3: Padfoot’s Sneaky Supplies 
  4: Vanya’s Potion & Herb Distillery 
  5: Sulawan’s Sundries (general equipment) 
   
   
   
   
   
   
   
  
  1: Grayvale Armourers  
  This armourer’s shop is warm and well-lit. The merchant here, Gruvos, is a little gruff and 
  probably not given to haggling. He talks very little, only occasionally looking up from his 
  ledger, and you get the feeling this shopkeeper is all about money.  
  Still, you can’t help but notice the quality of the merchandise - high, with prices to match. 
  The following pieces of armour are for sale. This merchant has one piece that, when he sees 
  you inspecting it, he comments on.  
  “Aspis shield,” he says. “Imported from Kara-Tur. You won’t find another like it this side 
  of the Moonsea!” 
  Haggling: Gruvos can be haggled down slightly, but it won’t be easy. A DC 17 persuasion 
  check will let you get an item for 20% cheaper. 
   
  ITEM 
  WT. COST NOTES 
  Studded 
  Leather 
  13 lb 
  50 gp 
  14 + dex modifier (max 2) 
  Breastplate 
  20 lb 
  420 gp 
  14 + dex modifier (max 2) 
  Half Plate 
  40 lb 
  800 gp 
  15 + dex modifier (max 2). Disadv. on stealth checks 
  Scale Mail 
  45 lb 
  50 gp 
  14 + dex modifier (max 2). Disadv. on stealth checks 
  Chain Mail 
  55 lb 
  80 gp 
  16. Minimum strength 13. Disadv on stealth checks 
  Ring Mail 
  40 lb 
  30 gp 
  14. Disadv on stealth checks 
  Shield 
  6 lb 
  15 gp 
  +2 AC 
  Aspis Shield 
  25 lb 
  50 gp 
  +3 AC. Min str 15. Disadv. on stealth checks. Heavy. 
  Also see below.  
   
  Aspis Shield. You can choose to hide behind this shield utilizing a bonus action to grant 
  yourself cover. However, you lose the ability to perform any extra or bonus attacks while 
  doing this and your movement is cut in half.  
   
   
   
   
   
   
   
  
  2: Maces, Mauls and More  
  The head merchant here, Julaya, is a merry old soul who greets you with a big hug. He 
  explains that he runs this business with his brother (who is away purchasing stock at the 
  moment) and he supplies you with a large frothing tankard of ale. He is very friendly, but 
  when it comes down to prices, he is all business, and will not budge. He cannot be haggled 
  down. Julaya also has a small range of exotic weapons.  
   
  ITEM 
  WT. COST NOTES 
   Heavy Crossbow 
  18 lb 
  50 gp 
  1d10 piercing. Ammunition, (range 100/400), heavy, 
  loading, two-handed 
   Light Crossbow 
   5 lb 
  25 gp 
  1d8 piercing. Ammunition, (range 80/320), loading, 
  two-handed 
  Crossbow bolts (20) 
  with case 
  1.5 lb 
  20 gp 
   
  Rapier 
  2 lb 
  25 gp 
  1d8 piercing, finesse. 
  Greatsword 
  6 lb 
  50 gp 
  2d6 slashing, heavy, two-handed 
  Maul 
  10 lb 
  10 gp 
  2d6 bludgeoning, heavy, two-handed 
  Mace 
   4 lb	
    
  5 gp	
    
  1d6 bludgeoning. 	
    
  Double Mace 
  25 lb	
    
  125 gp	
    
  1d8 bludgeoning, heavy, special, two-handed	
    
  War Scythe 
  12 lb	
    
  50 gp	
    
  1d12 slashing, heavy, reach, special, two-handed.	
    
  Dire Flail 
  10 lb 
  175 gp 
  1d8 bludgeoning, special, two-handed (see below) 
  Bladed Boomerang 
  2 lb 
  20 gp 
  1d4 slashing. Finesse, light, special, thrown (range 
  20/60) 
  Dire Flail. Enemies have disadvantage on any saves from an attack that would allow you 
  to knock them prone or disarm them when attacking this weapon. You can treat this 
  weapon as if you are dual wielding and apply any relevant 
  feats when wielding this weapon.  
  Double Mace. You can treat this weapon as if you are dual 
  wielding and apply any relevant feats when wielding this 
  weapon. 
  Bladed Boomerang. Will return if you fail to hit your 
  target. As a bonus action, catch it with a DC 8 Dexterity 
  check. 
  War Scythe. You have disadvantage when you try to 
  attack an enemy within 5 feet of you. 
   
  
  3: Padfoot’s Sneaky Supplies  
  This dim interior is quiet, and most shelves coated with dust. They are sparsely 
  stocked also. The shopfront is deserted, no-one in attendance. Sunlight streams in 
  from side windows, illuminating the dust that you stir up as you move about, 
  inspecting items, which all have prices labels attached to them by bits of string. 
  Behind the counter is a closed door set in a wall.  
   
  ITEM 
  WT. 
  COST 
  NOTES 
  Caltrops 
  2 lb. 
  1 gp / 20 PHB p.150 
  Disguise Kit 
  3 lb 
  25 gp 
  PHB p.154 
  Poisoner’s 
  Kit 
  2 lb 
  50 gp 
  PHB p.154 
  Forgery Kit 
  5 lb 
  15 gp 
  PHB p.154 
  Thieves’ 
  tools 
  1 lb 
  25 gp 
  PHB p.154 
  Dice Set 
  - 
  1 sp 
  PHB p.154 
  Drow 
  Poison 
  1 lb 
  200 gp / 
  dose 
  DMG p.258 
  Serpent 
  Venom 
  1 lb 
  200 gp / 
  dose 
  DMG p.258 (Injury, can inflict 3d6 poison damage) 
  Spyglass 
  1 lb 
  500 gp 
  PHB p.150 
  Gloves of 
  Thievery 
  1 lb 
  500 gp 
  DMG p.258 (These gloves are invisible while worn. While 
  wearing them, you gain a +5 bonus to Dexterity (Sleight 
  of Hand) checks and Dexterity checks made to pick locks. 
   
  As you look around, noticing that no staff seem to be present, perhaps the idea of stealing 
  something occurs to you? If you would like to take something and quickly leave, go to 
  entry 67.   
  Otherwise, you could wait to see if anyone appears. Go to entry 77. 
   
   
   
   
   
   
   
   
  
  4: Vanya’s Potion and Herb Distillery  
  This aromatic little shop is manned by an elderly halfling. He does not talk, busy as he is 
  mixing compounds. There is not a huge selection, but it is all immaculately presented, and 
  the labels are adorned with intricate little designs bearing the name of their contents.  
   
  ITEM 
  WT. 
  COST 
  NOTES 
  Potion of Nimbleness 
  1 lb 
  600 gp 
  Rare. This red-orange potion is filled with swirling motes 
  of white. For 3 hours after you drink this potion, you have 
  advantage on Dexterity saving throws. 
  Oil of Impact 
  2 lb 
  500 gp 
  Iron filings float atop this cobalt-blue liquid. Oil of impact 
  can coat any bludgeoning weapon. Applying the oil takes 1 
  minute. When so applied, the coated weapon is magical and 
  has a +3 bonus to attack and damage rolls for 1 hour. 
  Potion of Supreme 
  Healing 
  1 lb 
  1000 gp 
  You gain 10d4+20 hp when you drink this potion. 
  Elixer of Vision 
  1 lb 
  600 gp 
  This elixir is a clear liquid that glows brightly whenever 
  any light is shone upon it. For 1 hour after you drink the 
  elixir, you have advantage on Wisdom (Perception) checks 
  that rely on sight. While the potion’s magic is in effect, you 
  can use a bonus action to automatically succeed on one 
  Wisdom (Perception) check that relies on sight, after which 
  the potion’s magic ends. 
  Potion of Superior Cold 
  Resistance 
  2 lb 
  400 gp 
  Very popular lately, this special brew of Vanya’s is a deep 
  reddish-orange colour and thick like syrup. It grants 
  resistance to cold damage for one hour.  
  Potion of Fire Breath 
  1 lb 
  500 gp 
  This potion's orange liquid flickers and smoke fills the top 
  of the container and wafts out whenever it is opened. After 
  drinking this potion, you can use a bonus action to exhale 
  fire at a target within 30 feet of you. The target must make 
  a DC 13 Dexterity saving throw, taking 4d6 fire damage on 
  a failed save, or half as much damage on a successful one. 
  The effect ends after you exhale the fire three times or 
  when 1 hour has passed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5: Sulawan’s Sundries  
  This general store is busy, packed with locals and travellers alike. Well organized and 
  clean, it has wide aisles and a well-swept wooden floor with neat timber shelves. Arrayed on 
  these shelves are a huge amount of items.  
  As you move about, roll a d20. If you roll 11 or above, you run into a strange old man. Go 
  to entry 81. 
  If you roll 10 or below, you run into some local guards who have heard about your mission. 
  Go to entry 16. 
  When you are ready, you may browse the ample wares in this store 
   
  ITEM 
  COST WT. 
  NOTES 
  Acid (vial) 
  25 gp 
  1 lb. 
  As an action, splash a creature within 5 feet of you or throw the vial up to 20 feet, 
  smashing on impact. In either case, make a ranged attack against a creature or 
  object.  On a hit, the target takes 2d6 acid damage. 
  Antitoxin 
  (vial) 
  50 gp 
  - 
  When drunk, advantage on saving throws against poison for 1 hour.  
  Backpack 
  2 gp 
  5 lb. 
   
  Ball bearings 
  (bag of 
  1,000) 
  1 gp 
  2 lb. 
  As an action, you can spill these to cover a level, square area that is 10 feet on a 
  side. A creature crossing the area must make on a DC 10 Dex save or fall prone. 
  Moving at half speed doesn't require a save. (DC 10 Wis check for creature to 
  realize this. 
  Bedroll 
  1 gp 
  7 lb. 
   
  Blanket 
  5 sp 
  3 lb. 
   
  Candle 
  1 cp 
  - 
   
  Climber's kit 
  25 gp 
  12 lb. 
  Includes special pitons, boot tips, gloves, and a harness. Use as an action to anchor 
  yourself; when you do, you can't fall more than 25 feet from the point where you 
  anchored yourself, and you can't climb more than 25 feet away from that point 
  without undoing the anchor. 
  Clothes, 
  common 
  5 sp 
  3 lb. 
   
  Clothes, 
  costume 
  5 gp 
  4 lb. 
   
  Clothes, fine 
  15 gp 
  6 lb. 
   
  Clothes, 
  traveller's 
  2 gp 
  4 lb. 
   
  Crowbar 
  2 gp 
  5 lb. 
  Grants advantage to Strength checks where leverage can be applied. 
  Firebelly 
  Tonic 
  20 gp 
  1 lb 
  Resistance against the effects of cold for 24 hours. 
  Fishing 
  tackle 
  1 gp 
  4 lb. 
   
  
  Furs (Basic) 
  30 gp 
  7 lb 
  +3 on con saves vs. cold 
  Furs 
  (Luxury / 
  Tailored) 
  100 gp 
  8 lb 
  Advantage on con saves vs cold 
  Grappling 
  hook 
  2 gp 
  4 lb. 
   
  Healer's kit 
  5 gp 
  3 lb. 
  This kit is a leather pouch containing bandages, salves, and splints. The kit has ten 
  uses. As an action, you can expend one use of the kit to stabilize a creature that has 
  0 hit points, without needing to make a Wisdom (Medicine) check. 
  Holy water 
  (flask) 
  25 gp 
  1 lb. 
  As an action, you can splash the contents of this flask onto a creature within 5 feet 
  of you or throw it up to 20 feet, shattering it on impact. In either case, make a 
  ranged attack against a target creature, treating the holy water as an improvised 
  weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. 
  A cleric or paladin may create holy water by performing a special ritual. The ritual 
  takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster 
  to expend a 1st-level spell slot. 
  Ink (1 ounce 
  bottle) 
  10 gp 
  - 
   
  Ink pen 
  2 cp 
  - 
   
  Lantern, 
  hooded 
  5 gp 
  2 lb. 
  A hooded lantern casts bright light in a 30-foot radius and dim light for an 
  additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an 
  action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 
  Oil (flask) 
  1 sp 
  1 lb. 
  Comes in a clay flask that holds 1 pint. As an action, splash the oil in this flask onto 
  a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. 
  Make a ranged attack against a target creature or object, treating the oil as an 
  improvised weapon. On a hit, the target is covered in oil. If the target takes any fire 
  damage before the oil dries (after 1 minute), the target takes an additional 5 fire 
  damage from the burning oil. You can also pour a flask of oil on the ground to 
  cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 
  2 rounds and deals 5 fire damage to any creature that enters the area or ends its 
  turn in the area. A creature can take this damage only once per turn. 
  Parchment 
  (one sheet) 
  1 sp 
  - 
   
  Poison, basic 
  (vial) 
  100 gp 
  - 
  You can use the poison in this vial to coat one slashing or piercing weapon or up to 
  three pieces of ammunition. Applying the poison takes an action. A creature hit by 
  the poisoned weapon or ammunition must make a DC 10 Constitution saving throw 
  or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute 
  before drying. 
  Potion of 
  healing 
  50 gp 
  1/2 lb. 
  A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. 
  Drinking or administering a potion takes an action. 
  Rations (1 
  day) 
  5 sp 
  2 lb. 
   
  Rope, 
  hempen (50 
  feet) 
  1 gp 
  10 lb. 
  Hempen rope has 2 hit points and can be burst with a DC 17 Strength check. 
  Shovel 
  2 gp 
  5 lb. 
   
  Tent, two-
  2 gp 
  20 lb. 
   
  
  person 
  Tinderbox 
  5 sp 
  1 lb. 
  This small container holds flint, fire steel, and tinder (usually dry cloth soaked in 
  light oil) used to kindle a fire. Using it to light a torch--or anything else with 
  abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. 
  Torch 
  1 cp 
  1 lb. 
  A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for 
  an additional 20 feet. If you make a melee attack with a burning torch and hit, it 
  deals 1 fire damage. 
  Waterskin 
  2 sp 
  5 lb. 
  (full) 
   
   
  LOUDWATER URBAN ENCOUNTER 
  TABLE  
  If you scored 50 or above on your d100 roll, roll a d6 on the table below 
  (reroll for repeats) and encounter whatever your roll triggers. 
  d6 
  Roll 
  ENCOUNTER 
  1 
  Dice Game. A group of young men and women are playing a game at the entrance to an alleyway. They greet you 
  warmly. The game is called “Going to Waterdeep”. A stake is put down (usually 50 gold pieces, although if you 
  succeed on a DC 14 persuasion roll, you can up the stake to 100 gp). It is played with three dice. First, you roll all 3 
  dice, keeping the highest one aside. Then roll the remaining 2 dice, keeping either both or just one, whichever is 
  highest. Then you roll the last die. The idea is to make the highest possible total. Your opponent will play against 
  you three times. His three scores are as follows: 12. 8. 13.    
  2 
  Make a perception check, DC 13, with advantage if you are a rogue. If successful, you notice that you are being 
  pickpocketed, and you chase the thief away. If unsuccessful, you are robbed of d20 x 10 gold pieces.  
  3 
  As you are moving around town you hear cries for help. A building is burning down and a young girl screams 
  from the second story window for help. Within a matter of minutes, the entire building will be engulfed in flames. 
  Will you save her? If so, make an athletics check, DC 14. If successful, you carry the young girl from the building 
  and her crippled mother thanks you profusely. Take one inspiration point and 100 gp reward, which a noble 
  onlooker insists you accept. If unsuccessful, take 3d6 fire damage. 
  4 
  “You there, peasant! How dare you look at me like that!” Confused, you turn to see a young noble astride a horse. 
  He looks very wobbly, obviously drunk, and seems to think you looked at him insolently. “I challenge you to a 
  duel, you scruffy miscreant! Arm yourself, you dog!” An older man, possibly his manservant, is trying to restrain 
  the hot-headed young noble, but he insists on fighting you, and a crowd is slowly gathering. Go to entry 34. 
  5 
  As you pass along a row of townhouses, you hear “Oops! Look out below!” 
  Someone has emptied their chamber pot into the street! 
  Dex save, DC 12. If you fail, you cop a load of foul mess all over yourself. Disadvantage on charisma and stealth 
  checks until you have an opportunity to bathe! 
  6 
  “Stop thief!” rings out a cry.  
  A desperate-looking young woman sprints past you, clutching something in her hand. Some distance behind, a 
  portly merchant wobbles as fast as he can, red-faced and puffing. 
  Will you pursue the thief? If so, make an athletics check, DC 14.  
  If successful, you apprehend the thief and return the stolen goods to the portly merchant, whose name is Sulawan 
  (of Sulawan’s Sundries). In return, he offers you a 50% discount on any one item from his shop.  
   
  
  PART 1: Journey to 
  the Tower  
  Boxed Text 1: 
  You prepare for the journey to the tower 
  and then depart for Loudwater’s south 
  gate. It is a busy day in Loudwater, 
  with much traffic leaving and entering 
  the city from the Delimbyir Road. No-
  one pays you much attention as you 
  approach, but the captain of the watch, 
  stationed at the town’s south gate, seems 
  to know who you are and what your 
  mission is.  
  “Lady Moonfire asked me to give you 
  this,” he says, passing you a compact 
  scroll case. Opening it, you find a neatly-
  made map of the local area rolled inside, 
  which shows you the location of the Dire 
  Wood and of Draigdurroch’s Cursed Ice 
  Tower. You thank him and prepare to 
  depart.  
  He assesses you from head to toe. “I 
  don’t know where you hail from, but if 
  you don’t like the idea of freezing your 
  behind off, I’d advise you to shield 
  yourself against the cold weather. The 
  closer you get to the Dire Wood, the 
  colder it will get, and this is no ordinary 
  cold, friends. This is cursed cold.” 
   
  Heeding the captain’s advice (or not) you 
  equip yourself for the adventure, take one 
  last look back at Loudwater and set out. 
   
  Go to p7. of the module and read 
  the red italics underneath Part J1: 
  The Blizzard. Then return here 
  and continue reading. 
   
  Boxed Text 2: 
  The storm’s intensity continues to rise, 
  minute by minute, until you are caught 
  in the middle of a full-on blizzard. 
  Visibility decreases to the point where 
  you can only just see your hand in front 
  of your face. You feel panic start to set 
  in. If you don’t find your way through 
  this, it could be the end of you!  
   
  NAVIGATING THE BLIZZARD 
  You will now need to make a series of 
  checks for your PC or PCs, to determine 
  how well they cope in this blizzard. If you 
  are wearing furs or have a bottle of 
  Firebelly tonic, give yourself the relevant 
  advantages.  
  If your PC is Goliath or hails from a cold 
  locale (such as Icewind Dale) they will 
  automatically succeed on the constitution 
  saves, but should still make the checks to 
  see what information/advantages they 
  
  can gain.  
  First, make an arcana check, DC 15. If 
  successful, go to entry 54.  
  If unsuccessful, make a constitution save, 
  DC 10. If unsuccessful, take one level of 
  exhaustion and then proceed to the next 
  check.  
  Next, make a survival check, DC 10. If 
  successful, go to entry 74.  
  If unsuccessful, make a constitution save, 
  DC 15. If unsuccessful, take one level of 
  exhaustion and then proceed to the last 
  check.  
  Finally, make an athletics check, DC 10. 
  If successful, go to entry 43.  
  If unsuccessful, make a constitution save, 
  DC 20. If unsuccessful, take one level of 
  exhaustion and then continue reading 
  below. 
   
  (See Player’s Handbook, p.291, for a 
  detailed description of the different levels 
  of exhaustion).  
   
  Boxed Text 3: 
  Slowly, the blizzard begins to subside, 
  and you shake the snow off your clothes 
  and pack. It seems that just a few hours 
  ago you were journeying through a Gray 
  Vale green with late summer lushness, 
  but now you have been plunged into a 
  polar winter! Something is very, very 
  wrong here.   
   
  Make a survival or perception check, DC 
  12. If successful, go to entry 32. 
  Otherwise, continue reading below.  
   
   
   
   
   
  Boxed Text 4: 
  You continue on, thinking that the tower 
  must be close now.  
  Ahead, you see that several hills come 
  together, and at the base of the valley 
  that they form, the snow is thick.  
   
  Roll perception or survival, DC 13, with 
  advantage if you discovered something in 
  the snow recently.  
  If successful, go to entry 62.  
  If unsuccessful, go to entry 82.  
   
  Boxed Text 5: 
  Visibility is still limited, but some miles 
  away you see a stark grey silhouette: 
  Draigdurroch’s tower. With the few hours 
  of daylight left, you debate whether to 
  continue on or make camp here. But the 
  thought of the storm comes back to you - 
  another one could come along at any 
  moment, causing you to become 
  completely lost and turning you away 
  from your route. And camping out here, 
  especially if you don’t possess a tent, will 
  be risky. You could build a shelter, but 
  looking around you can see that materials 
  for doing this are scant. There are trees, 
  and if you possess an axe you could make 
  a bivouac, but all of this will cost time. 
   
  You now have a decision.  
  Make camp and rest where you are. If 
  you choose to do this, go to entry 42.  
  Or to continue on, read the next section of 
  boxed text below.  
   
   
   
   
  
  PART 2: 
  Draigdurroch Tower  
  Soon after the encounter with the frost 
  goblins, you spy the silhouette of 
  Draigdurroch Tower in the distance. 
  Nearby are some areas where you can dig 
  out a snow cave and take a short rest if 
  need be. When you are ready to proceed, 
  continue reading below.  
  Go to p.4 and view the illustration: this 
  imposing sight is what you behold! 
  Then, go to p.11 and read through the 
  section of red italics.  
   
  Boxed Text 6: 
  You have reached Draigdurroch’s tower, 
  but now the problem of how to enter it 
  presents itself. The ice is thick, 10 ft at 
  least in front of the door. You consider 
  how you are going to break through.  
  To use fire, you will need a spell or some 
  means of making fire. Go to entry 38. 
  To use brute force, go to entry 8. 
  To search for some other entrance around 
  the tower, go to entry 60.  
   
  Boxed Text 7: 
  Slowly you make your way inside 
  Draigdurroch’s Tower. You notice the 
  statues of devils placed here and there, and 
  these seem to have eyes that glow, 
  illuminating the interior. Everything is 
  coated in ice, which reflects this ambient 
  light, providing an eerie source of 
  illumination. The ceiling is about 12 ft 
  high, and all the walls made of stone.   
   
  Screenshot the mini-map “First Floor” on 
  p.11 of the original module and drop this 
  into your VTT. Create and activate 
  dynamic lighting if you wish. Move your 
  PC to location 2.  
  (cont. over) 
  
  Go to p.12 of the module and read the 
  first column of the section Inside The 
  Tower: First Floor, returning here 
  afterwards. 
   
  2A: First Floor  
   
  Area 2: Atrium 
  You creep inside the entrance to the 
  tower and come into a foyer-like space. 
  Towards the back of this atrium area, 
  three doors are situated to the north, east 
  and west. Ahead and to your left and 
  right you see staircases leading up to the 
  second floor.  There are also open 
  doorways to your left and right, through 
  which rooms are visible.  
   
  If you are going up the stairs, go to 
  section 2B: Second Floor. 
  If you would like to try one of the doors, 
  move your token on the map, and when 
  you enter a new space, go to the number 
  of that space, listed below, to see what it 
  contains.  
   
  Area 3: Banquet Hall 
  This banquet hall appears to run the 
  length of the tower, with fireplaces on 
  either end. The table is large, and ten 
  chairs are placed around its perimeter.  
  To inspect the fireplaces, go to entry 36.  
  To have a closer look at the table and 
  chairs, go to entry 69. 
   
   
   
   
   
   
   
   
   
   
   
   
  Area 4: Sitting Room 
  This small study, or sitting room, contains 
  several comfortable chairs and a low table. 
  The walls are also lined with long 
  bookshelves. Like everything else in the 
  tower, every item in this room is coated in 
  ice. There is a small fireplace in the 
  northwest corner. 
  To inspect the bookshelves and their 
  contents, go to entry 40.  
  To have a look at the fireplace, go to 36.  
   
  Area 5: Servants’ Room 
  Entering this room, you see two beds, a 
  fireplace in the southwest corner, and a 
  basic chair and table.  
  Make a perception check, DC 10.  
  If successful, go to entry 17.  
  If unsuccessful, go to entry 83.  
  To have a look at the fireplace, go to 36.  
   
  Area 6: Kitchen 
  This area is obviously a kitchen and is 
  stocked with the basics - pots, pans and 
  utensils. On the counter are several jars of 
  pickled eels, frozen. You have a quick 
  look around but can find nothing of any 
  real use or note. For a moment you think 
  the eels might be some bizarre beast, but 
  on closer inspection, you see that they are 
  indeed just mundane frozen eels.   
  Continue your quest by moving your 
  token to another area.  
   
   
   
   
   
   
   
   
   
   
   
   
  
  Area 7: Larder  
  This larder is plentiful with dry and wet 
  goods. All the wet goods are frozen, 
  however, and the place appears 
  undisturbed for some time. Logically, 
  that would be 30 years, if you remember 
  Lord Lathanel’s words correctly. 
  Although frozen, everything appears 
  inedible.  
   
  2B: Second Floor  
   
  Area 8: Laboratory 
  Cautiously you ascend one of the 
  staircases up to the second floor. 
  Everything is coated in ice and your 
  breath frosts on the air as you climb 
  higher up the tower.  
  You emerge at the top of the staircase 
  into what looks like a huge laboratory. A 
  space in the centre of this room looks 
  down onto the first floor below.  
  You are just getting your bearings when 
  you hear a clattering and crunching 
  sound! Something is ascending the 
  staircase, and fast! Readying yourself for 
  an attack, you stand your ground and are 
  shocked to see one, then two, then four 
  beings reach the top of the stairs… 
  humanoid forms made of ice, elementals 
  of some kind. They advance on you, and 
  you feel the deathly cold emanating from 
  them as they draw near! You prepare 
  yourself for what looks like a deadly 
  battle! 
   
  Go to Ice Warriors Encounter in the 
  Encounter section.  
   
   
   
   
   
   
  Boxed Text 8: 
  The elemental warriors defeated, you now 
  look around the laboratory to see what 
  you can find. The laboratory comprises 
  this entire second level. There are no walls 
  on this floor. Bookcases are on the east 
  side, and along the other walls are an 
  alchemical workbench, a table covered 
  with bits and pieces of warlock implements 
  and infernal carvings, and some crates 
  and barrels containing various magic and 
  alchemical supplies. To the north is a 
  large pentagram, carved into the floor 
  and inlaid with silver.  
  As you are investigating in the south area 
  of the laboratory, you happen to step on 
  an odd-looking section of floor. 
  Immediately, you feel a palpable upward 
  force beneath your feet! Jumping off in 
  alarm, you surmise that this section of 
  floor acts as a levitation disc to take you 
  up to the third level. However, you are 
  not sure you are ready to ascend just yet… 
   
  To make an arcana check on the 
  pentagram, go to entry 13. 
  To investigate the magical implements on 
  the table and in the barrels, go to entry 
  37. 
  To stand on the levitation disc and ascend 
  to the third floor, go to entry 66.   
   
  2C: Third Floor  
   
  Screenshot the “Third Floor” map on p.11 
  of the original module and drop it into 
  your VTT. Set up and activate dynamic 
  lighting if you wish. 
  (NOTE: It appears the maps and room 
  descriptions in the original module are 
  incongruent, so in this conversion, we 
  have attempted to rectify that). 
   
   
   
  
  Area 9: Study 
  Unlike his living quarters, 
  Draigdurroch’s study is free of 
  ornamentation, with a solid wooden 
  desk taking up the centre of the 
  room, and a single chair placed 
  behind it. Aside from the door you 
  entered by, there are no obvious 
  exits.   
  To investigate the desk, go to entry 23.  
   
  Area 10: Living Quarters 
  This would appear to be 
  Draigdurroch’s living quarters. But 
  the furnishing here is opulent, unlike 
  the spare and functional furnishings 
  of the lower levels.  
  However, 30 years of frost has 
  deteriorated the tapestries and other 
  fine materials found here. Touching 
  one of the tapestries that hangs on the 
  north wall, undisturbed for so long, 
  you find that it crumbles and falls 
  apart.  
  As it does so, you see the outline of a 
  door behind it! There is a concealed 
  door here. You try it and it moves 
  freely, the mechanism or ward 
  apparently broken.  
  You can try either door, moving your 
  PCs token through to another location. 
  As usual, explore using the numbered 
  locations as reference.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 11: Library  
  Entering through the secret door, you 
  emerge in a compact room with a desk, 
  fireplace, and a large bookcase against the 
  south wall. There is also a section of floor 
  that appears identical to the levitation disk 
  on the floor below. 
  The bookcase is what catches your 
  attention, however. It is packed with books, 
  and coming near you see that they are a 
  mixture of arcane tomes and notebooks. 
  Like the desk in the study, the bookcase is 
  free of the frost that permeates everything 
  else in the tower, and the books look well-
  preserved.   
  To move north and stand on the levitation 
  platform, go to entry 73.  
  To look through the books on the 
  bookshelf, go to entry 53. 
  To investigate the room for traps, go to 
  entry 75.  
   
  Part 3: Tower Roof  
   
  Boxed Text 9: 
  You emerge on the roof of the tower, and 
  the wind instantly cuts you to the bone! It is 
  freezing up here. Blinking through the 
  wind and sleet, you focus on your 
  surroundings.  
   
  Go to p15. of the module and read 
  the red italics under the heading 
  Top of the Tower: Winter’s Heart. 
  Then return here and continue 
  reading. 
   
  What is your next course of action? 
  To investigate the runelike scratches on 
  the surface of the large gem, go to entry 
  41. 
  To search the area for anything out of the 
  ordinary, go to entry 61.  
   
   
  
  Boxed Text 10: 
  As the white mist that was once the Spirit 
  of Winter blows away on the wind, you see 
  a miraculous sight: the clouds part and 
  golden sunlight spills over the surrounding 
  landscape, first touching the mountaintops 
  then quickly descending to the floor of the 
  valley in which the tower sits, warming 
  everything. The wind begins to ease off, 
  and eventually the full blaze of Lathander’s 
  rays hits Draigdurroch’s tower.  
  Loud splintering sounds can be heard as the 
  ice encasing the tower begins to melt, and a 
  smile spreads across your face.  
  You take some time to collect the warlock’s 
  research, and then leave the tower, the 
  interior of which is still encased in ice. 
  Outside, the cursed winter is retreating 
  further with every hour, and late summer 
  gradually returning.  
  You make your way back to Loudwater 
  fording several streams and small rivers on 
  the way that have sprung up since your 
  clearing of the cursed tower. Water flows 
  everywhere, the icy stranglehold now 
  released. On the faces of farmers and 
  commoners, you see joy and relief.  
   
   Go to p.15 of the module and read 
  the section “Concluding The 
  Adventure”.  
   
  Any loot gained during this adventure 
  can be sold in Loudwater for the 
  following prices.   
   
  ITEM 
  WORTH 
  Three rare tomes 
  100 gp each 
  Crystal statue of 
  Asmodeus 
  260 gp 
  Magic Implements 
  100 gp 
  Alchemist’s Frost 
  200 gp 
   
   
   
   
   
  QUEST XP 
  If you choose to keep the tomes 
  containing Draigdurroch’s research (no-
  one in Loudwater apart from the Lady 
  wants to have anything to do with these), 
  then you make up some story to tell Lady 
  Moonfire and Curuvar the Brazen about 
  not finding them.  
   
  Go to page 7 of the original pdf 
  and read the sidebar “The Quests”. 
  This details gold rewards for the 
  major and minor quests. We have 
  scaled up the XP rewards for this 
  conversion: 1500 XP for “Fixing 
  the Weather”, and 250 XP for 
  “Find Draigdurroch’s Research.” 
   
   
  Well done! You have released the Gray 
  Vale from the curse of Draigdurroch’s 
  Tower!!! 
  Please check out 5e Solo Gamebooks’ 
  other solo adventures on dmsguild.com if 
  you wish to continue your solo 
  adventuring in the Forgotten Realms.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ENTRIES
  1 
  Make a perception check, DC 15. 
  If successful, go to 79. 
  If unsuccessful, go to 45. 
   
  2 
  You move as quickly as you can, but it is 
  not quick enough. Two jets of flame, 
  shooting out of the desk, catch you on the 
  legs, burning you badly.  
  Take 3d6 fire damage.  
  If still alive, you tend to your wounds, 
  then move to the desk and turn it around 
  so the flame nozzles face the opposite 
  way. Then, you are able to inspect the 
  books in safety.  
  Go to 59.  
   
  3 
  Make a melee or ranged attack. As the 
  statue is motionless, your attack 
  automatically hits.  
  Go to 72.  
   
  4 
  These runes are in the Barazhad script of 
  the Primordial language. 
  Make an arcana check, DC 15.  
  If successful, go to 18. 
  If unsuccessful, go to 80.  
   
  5 
  Your attack on the boy misses, and the 
  brat laughs uproariously.  
  “Hahaaa!!! What a joke! I must say, 
  Judkins, the quality of adventurers these 
  days has gone to the dogs.” The brat 
  tosses you a pouch. “Here, you poor 
  wretch. Your dismal efforts have cheered 
  me up immensely, I must say. I was in a 
  foul mood just now, but seeing you… let’s 
  just say, I’ll be recommending to father 
  that you come and work at our castle as 
  court jester!! What a hoot!”  
  With that, the noble departs, leaving you 
  red-faced. Inspecting the pouch, you see it 
  contains exactly 48 gold pieces. Take it (if 
  you have absolutely no shame) and 
  continue on your way.  
  You may visit more Loudwater 
  merchants if you wish, or if you have 
  finished shopping, you may proceed to 
  Part 1: Journey To The Tower.    
   
  6 
  Taking the full force of the explosion, 
  you are blown backwards, slamming hard 
  against the wall and sustaining burns to 
  your body.  
  Take 3d6 fire damage. 
  If still alive, you gather your senses and 
  look at the desk, which is now nothing 
  more than a smouldering pile of debris, 
  engulfed in flames. Whatever was within 
  that desk is now utterly destroyed. 
  You may continue your exploration of 
  this area by moving your token to 
  another area.   
   
  7 
  The brat hits you with his scimitar! 
  Roll a d8 (no mod for damage).  
  Will you attack in response? If so, make 
  an attack with advantage against AC 10, 
  taking note of success or failure, and go 
  to 33. 
  Or, will you desist, showing that you’re 
  above rising to the challenge of some 
  nobleman’s son? Go to 57. 
   
  8 
  You begin hammering away at the ice 
  shield. It takes quite some time, but 
  eventually you penetrate through to the 
  tower’s front door. In the process of 
  
  clearing a path to the door, you have also 
  inadvertently caused chunks of ice to fall 
  away from other parts of the tower’s 
  masonry. Large stone gargoyles and 
  metal hounds stand silent, unmoving.  
  To attempt to open the door, go to 51.  
  To check for traps, go to 15.  
  To check for anything else amiss, go to 1.  
   
  9 
  Another storm begins to set in, and you 
  are unable to make camp. Perhaps your 
  tent blows over or your bivouac collapses. 
  Whatever the case, you decide to be on 
  your way instead.  
  Go to Part 2: Draigdurroch Tower. 
   
  10 
  Having dealt with the tower guardians, 
  you focus on gaining entry to the tower 
  once more.  
  It appears to be magically locked.  
  To use the Knock spell, go to 39. 
  To use thieves’ tools, go to 71.  
  To use brute force, go to 27.  
   
  11 
  Your argument to desist seems to be 
  getting through to the youngster, 
  especially when you relate some of your 
  more daring exploits.  
  “Oh my…” he says. “I.. I had no idea. I 
  thought you were just some local peasant 
  or guard… please forgive me!” He teeters 
  a little on his feet, looking very unsteady, 
  and you lend an arm.  
  “Hm,” you say, regarding the obviously 
  drunk young dilettante. “Try not to get 
  yourself in trouble from now on, eh?” 
  “I will, I will,” he says.  
  Take an inspiration point for this cool-
  headed solution! 
  You may continue exploring Loudwater 
  unless you have visited all the merchants 
  you want, in which case proceed to Part 
  1: Journey To The Tower. 
   
  12 
  Make an investigation check, DC 15.  
  If successful, go to 46. 
  If unsuccessful, go to 63.  
   
  13 
  Make an arcana check, DC 16. 
  If successful, go to 68. 
  If unsuccessful, go to 35. 
   
  14 
  Moving closer to the shelves, you see that 
  beside each product is a small symbol, 
  etched into the shelves. 
  Glyphs! Magic symbols, to prevent 
  shoplifting! 
  “Ah yes, excellent,” comes a voice from 
  behind you. “You noticed the glyphs. We 
  like crafty ones here at Padfoot’s, we do. 
  And the cunning ones -  which there 
  aren’t many of, mind - we like to give 
  them a discount.” 
  This elder rogue, who introduces himself 
  as Padfoot (the owner), informs you that 
  you may have a 25% discount on any one 
  item that takes your fancy. You may buy 
  anything else at normal cost. (Round 
  down if necessary). 
  Padfoot offers a piece of advice before 
  you leave. “You’re heading to 
  Draigdurroch’s tower, aren’t you?” 
  “I might be,” you say.  
  “Save it, friend,” Padfoot laughs. “Word 
  travels fast around here. Just wanted to 
  offer a piece of advice. He was a damned 
  crafty one, that warlock. I’d recommend 
  you check your surroundings before doing 
  anything in that tower. No doubt he’s put 
  a few traps in place.”  
  You thank Padfoot and depart.  
  After you are done at Padfoot’s, you may 
  visit more Loudwater merchants if you 
  wish. 
  Or, if you have finished shopping, you 
  may proceed to Part 1: Journey To 
  The Tower.   
    
  
  15 
  Make an investigation check, DC 12.  
  If successful, go to 48. 
  If unsuccessful, go to 28.  
   
  16  
  The head guard introduces himself. “Yes, 
  Lady Moonfire told me about you! That’s 
  a great thing you’re doing, but 
  dangerous, no doubt.” He thinks for a 
  minute. “Here, have this.” He hands you 
  a small piece of paper. It is inscribed with 
  delicate calligraphy, the words Gate Pass, 
  order of Lady Moonfire. 
  “Show this when you’re passing through 
  the town gates. You won’t have to pay 
  the five gold pieces. And if you’ve 
  already paid, they’ll give you your money 
  back!” 
  Thanking the guard, you continue with 
  your shopping. Or if you are done 
  shopping, proceed to Part 1: Journey 
  To The Tower.  
   
  17 
  You can see that there are shapes in the 
  bed - humanoid shapes -  with the covers 
  pulled over them. They are motionless.  
  To rip the sheets off one of the beds and 
  see what (or who) lies beneath, go to  
  55.  
  To stab through the covers into whatever 
  is hiding below, go to 65.  
   
  18 
  It is obvious to you, with your knowledge 
  of the arcane, that the runes were made 
  by the ice warriors you encountered 
  earlier to corrupt the gem’s power. This 
  gem is undoubtedly the source of the 
  unnatural weather phenomena! Perhaps if 
  you destroy it... 
  As if sensing your thoughts, you see the 
  gem flicker... something moves inside it! 
  Go to Winter’s Heart Encounter.  
   
  19 
  You detect that, yes, there is definitely 
  magic among these blue flamelike shards, 
  but what kind of magic is impossible for 
  you to fathom. 
  Continue your investigation of this area. 
   
  20 
  Staying calm, you attempt to convince the 
  young noble that the path he is choosing 
  is not wise at all. But it won’t be easy.  
  Make a persuasion check, DC 16.  
  If successful, go to 11.  
  If unsuccessful, go to 49.  
   
  21 
  Quickly you move out of the way, 
  glancing back to see long, thin jets of 
  flame shooting out from the desk! 
  You narrowly avoided having your 
  backside roasted! 
  Taking a moment or two to turn the desk 
  around so the nozzles face the other way, 
  you return to the bookshelf and are now 
  able to inspect the books in safety.  
  Go to 59. 
   
  22 
  The glyph is completely unknown to you. 
  Who knows what purpose it serves here? 
  To try a drawer, go to 76.  
  Otherwise, continue your exploration of 
  this level by moving your token to a 
  different area.  
   
  23 
  Moving close to the desk, you notice that, 
  unlike the rest of the tower, the desk is 
  completely free of frost, just like any 
  normal desk in any normal room.  
  To try one of the drawers, go to 76.  
  To check over the outside of the desk, go 
  to 12.  
   
   
   
   
  
  24 
  You edge closer to the shelf and lift 
  something deftly off, quickly moving to 
  stow it in your backpack. But as you take 
  the item from the shelf, a deafening din, 
  like a bell being rung loudly, sounds out, 
  and you nearly have a heart attack from 
  the fright! 
  The sound of laughter comes from 
  nearby, and an older man appears, in the 
  cloak of a rogue.  
  “Oh dear, my friend, oh dear… you’ll 
  have to try a bit harder than that in 
  future! Did you not notice the glyph? 
  Well, I admire your efforts, nonetheless, 
  but it seems your skills might have gotten 
  a bit rusty!” 
  Carefully you place the item back on the 
  shelf, grateful that this old rogue is not 
  pursuing the matter further. He takes up 
  his position behind the counter and sits 
  down. No doubt this is Padfoot himself, 
  the proprietor of this roguish 
  establishment! 
  Continue your shopping here, making 
  purchases if you wish, and then move on 
  to another merchant. Or, if you are done 
  shopping, proceed to Part 1: Journey 
  To The Tower. 
   
  25 
  It takes you only a short while to find the 
  measures Draigdurroch put in place. The 
  reading desk has two light nozzles, 
  pointed towards the bookshelf. Moving 
  close to them, you see that the tips are 
  blackened, and it doesn’t take a genius to 
  discern that these are flame nozzles, 
  probably magically triggered by taking a 
  book from the shelves. This warlock was 
  a devious one! 
  You lift the desk and swivel it around so 
  the jets are facing directly into the wall, 
  away from the bookshelf, and move over 
  to inspect the books.  
  Go to 59.  
   
  26 
  As the spoilt noble comes lunging at you 
  with his inadequate attack, you calmly 
  step to one side. This utterly bewilders 
  him and he stumbles, falling face down in 
  the dust of the road.  
  “Good day,” you say with a bow, turn 
  and depart. The boy’s manservant comes 
  near and goes to help him back up to his 
  feet. “Come along, my lord. I shall get 
  you home to your father now, methinks.”  
  Unsurprisingly, the young noble does not 
  pursue the matter further! 
  You may continue exploring Loudwater 
  unless you have visited all the merchants 
  you want, in which case proceed to Part 
  1: Journey To The Tower. 
   
  27 
  The door is solid, and breaking it down 
  will take some time.  
  Make a series of strength checks at DC 18.  
  For each failed check, deduct 1 hp until 
  you succeed.  
  Finally, you manage to get the solid 
  wooden door open! Proceed by going to 
  Part 2: Draigdurroch Tower and 
  reading Boxed Text 7. 
   
  28 
  You find no traps around the entrance 
  area.  
  Seeing nothing else for it, you attempt to 
  open the door, go to 51.  
   
   
  29 
  Your arcane knowledge tells you this is a 
  warding glyph, one that is probably set to 
  trigger some nasty effect to wound 
  whoever might disturb the desk’s 
  contents! It looks fairly simple, however, 
  and you successfully disable it.  
  Inside the desk, you find Draigdurroch’s 
  journal, and your breath catches in your 
  throat. Now you know you are on the 
  right track.  
  
  Scanning the entries, you see that they 
  begin with his arrival in the area, his 
  building of the tower, his musings on 
  Karse, the Netherese city he believed lay 
  beneath the Dire Wood, his first 
  exploration of the scattered remnants of 
  the dead god Karsus, and his attempts to 
  strike up an eldritch pact with the god. 
  He notes that the “ridiculous faeries” who 
  reside in the Wood sent an emissary with 
  a warning not to tamper with the 
  demigod. Draigdurroch’s response was to 
  blast the emissary to cinders.  
  “Let them feel the fire of Asmodeus, and 
  soon the fury of Karsus as well,” he 
  writes in the final entry of his journal, 
  with obviously misplaced self-satisfaction. 
  “They claim that they will punish me for 
  my actions if I do not heed their 
  warnings. THEY will punish ME? How 
  laughable!” 
  You may continue your exploration of 
  this floor by moving your token to 
  another room.  
   
  30 
  After searching the room, you don’t find 
  anything that appears suspicious.  
  To look through the books on the 
  bookshelf, go to 53. 
  To move north and stand on the levitation 
  platform, go to entry 73.  
   
  31 
  Holding back the full force of your 
  attack, you still hit the cheeky noble 
  squarely and he sits down hard on the 
  ground. The look of utter surprise on his 
  face gives you immense satisfaction. 
  “Let that be a lesson to you, rich brat!” 
  you spit. Then, seeing some town guards 
  casting you inquiring glances, you 
  disappear into the crowd.  
  Continue your investigation of Loudwater 
  by visiting a different merchant. 
  Or if you have finished shopping, proceed 
  to Part 1: Journey To The Tower.   
  32 
  As you journey through this white, 
  frozen country, you see strange shapes in 
  the snow.  
  Coming closer, and brushing away the icy 
  white powder, you find the corpses of 
  several goblins, frozen solid!  
  These poor greenskins were obviously 
  caught unawares by the severity of this 
  storm. Their skin has changed a strange 
  shade of blue, which is something you 
  haven’t seen before. Between them, they 
  carry 51 sp, two shortswords and 10 
  javelins.  
  Now on alert for more of their kind, you 
  stay alert to your surroundings and press 
  on towards Draigdurroch’s Tower.  
  Go to Boxed Text 4.  
   
  33 
  You hit the noble with a vicious attack, 
  instantly knocking him unconscious. His 
  manservant cries out in horror.  
  “Oh! Sir! Are you alright?” Coming close, 
  the servant shakes his master, trying to 
  wake him.  
  A few moments later, the young noble 
  comes to consciousness. “I… what 
  happened.” 
  Smiling, and somewhat relieved you 
  didn’t kill the young brat (which might 
  have got you in trouble with local 
  authorities), you bow and wish the pair a 
  good day.  
  The long-suffering manservant smiles 
  weakly at you, seemingly glad that it is 
  all over. “Thank you for your mercy 
  towards my master, great one,” he says 
  deferentially. “I bid you good day.” 
  The boy will be nursing a decent wound 
  in addition to what will probably be a 
  nasty hangover! 
  You may continue exploring Loudwater 
  unless you have visited all the merchants 
  you want, in which case proceed to Part 
  1: Journey To The Tower. 
   
  
  34 
  The young noble, who appears very 
  drunk, dismounts his horse and draws a 
  scimitar. Just by the way he handles the 
  weapon, you can tell this youngster has 
  not seen a whit of battle in his life.  
  You smile well-meaningly.  
  “Ah, I wouldn’t do that, young fellow,” 
  you say gently. “I’m pretty handy with 
  this sort of thing.” 
  The brat stares at you, wide-eyed. “Can 
  you believe it, Judkin?” he shouts, 
  turning to his manservant. “The sheer 
  insolence of this commoner! Square up, 
  wretch, and get what’s coming to you!” 
  You have two options here: 
  Try and dissuade the ignorant young 
  noble from this foolhardy course of action 
  (persuasion check). Go to 20.  
  Or, take out your weapon (or spell) and 
  teach this hot-headed whippersnapper a 
  much-needed lesson! Go to 70.  
   
  35 
  Your knowledge of magic does not reveal 
  anything about this symbol, although 
  obviously it is somehow involved in 
  Draigdurroch’s arcane dabblings. 
  To investigate the magical implements on 
  the table and in the barrels, go to entry 
  37.  
  To stand on the levitation disc and ascend 
  to the third floor, go to entry 66.   
   
  36 
  Looking inside the fireplace, you see that 
  it is filled with frozen blue flames that 
  emit no heat but rather a chilling cold.  
  You could make an arcana check, DC 14.  
  If successful, go to 19. 
  If unsuccessful, go to 47.  
   
   
   
   
   
   
  37 
  You move around the tables and barrels, 
  inspecting the various materials left here. 
  The quality is much degraded owing to 
  the passage of time, but you do find a vial 
  of alchemist’s frost and about 100 gp’s 
  worth of arcane supplies. (You may take 
  either or both of these). 
  Alchemist’s Frost:  
  Alchemist’s frost is the same as 
  alchemist’s fire except that it deals 1d8 
  points of cold damage on a direct hit (and 
  1 point of cold damage to those it 
  splashes), rather than fire damage. It 
  deals no additional damage afterwards.  
  To make an arcana check on the 
  pentagram, go to entry 13. 
  To stand on the levitation disc and ascend 
  to the third floor, go to entry 66.   
   
  38 
  Quickly you kindle fire, either mundane 
  or magical, and begin to melt your way 
  through the ice. It takes some time, but 
  eventually you clear a passage through 
  the icy prism and the way to the front 
  door is open! 
  In the process of clearing a way to the 
  door, you have also inadvertently caused 
  chunks of ice to fall away from other 
  parts of the tower’s masonry. Large stone 
  gargoyles and metal hounds stand silent, 
  unmoving.   
  To attempt to open the door, go to 51.  
  To check for traps, go to 15.  
  To check for anything else amiss, go to 1.  
   
  39 
  You make the incantations and gestures, 
  and hear the door release.  
  The way into the tower is open! Proceed 
  by going to Part 2: Draigdurroch 
  Tower and reading Boxed Text 7. 
   
   
   
   
  
  40 
  Make an investigation check, DC 12.  
  If successful, go to 56.  
  If unsuccessful, go to 50. 
   
  41 
  You bend over the runes, inspecting them 
  carefully. Make a history check, DC 15. 
  If successful, go to 4. 
  If unsuccessful, go to 44.  
   
  42 
  Do you possess a tent? 
  If not, do you possess an axe with which 
  you could cut wood to make a bivouac? 
  If you have either of these things, go to 
  64.  
  If not, it is probably best that you proceed 
  towards the tower. Go to Part 2: 
  Draigdurroch Tower.  
   
  43 
  Now annoyed at the persistence of this 
  storm, you put your head down and 
  summon your reserves of strength to 
  trudge your way through this storm. It 
  seems the gods reward your resolve - you 
  discover untapped reserves of energy that 
  you never knew you had!  
  Soon, you see the weather ahead clearing 
  somewhat. It looks like you have made it 
  through to the other side of the storm! 
  Go to Boxed Text 3. 
   
  44 
  These runes are a mystery to you. But 
  you have little time to puzzle over their 
  meaning. As you bend over the gem, you 
  see a light flickering within... something 
  stirs within the depths of this gem! 
  Go to Winter’s Heart Encounter. 
   
   
   
   
   
  45 
  You notice nothing suspicious around the 
  entrance area.  
  To attempt to open the door, go to 51.  
  To check for traps, go to 15.  
   
  46 
  Searching the exterior of the desk, you 
  find a strange rune etched on its 
  underside, where Draigdurroch probably 
  stretched his legs.  
  You could try opening the desk. Go to 76.  
  Or, you could make an arcana check on 
  the rune, DC 14.  
  If successful, go to 29.  
  If unsuccessful, go to 22. 
   
  47 
  You cannot tell whether the flames are 
  magical or not.  
  Return to Part 2 and continue your 
  investigation of this area.  
   
  48 
  You find no traps around the entrance 
  area.  
  Seeing nothing else for it, you attempt to 
  open the door. Go to 51.  
   
  49 
  Livid with rage, the entitled young brat 
  takes his scimitar and charges at you. 
  Roll a d20 (no modifier) vs your AC, at 
  disadvantage. 
  If it equals or exceeds your AC, go to 7.  
  If below your AC, go to 26.   
   
  50 
  You see that the shelves are lined with 
  books containing treatises on demons and 
  the Nine Hells. Whoever maintained this 
  library obviously had a keen interest in 
  such matters. 
  Return to Part 2 and continue your 
  investigation of this area.  
   
   
  
  51 
  You turn the large handle, but find the 
  door solidly locked! 
  Suddenly, you hear a creaking noise and 
  turn to see the iron hounds, stationed on 
  the large stone bannisters on either side of 
  the door, come to life and turn towards 
  you! 
  They leap down off their stony pedestals 
  and advance on you!!  
  You will have to do battle with these 
  guardians. 
  Go to Tower Guardian Encounter in 
  the Encounters section.  
   
  52 
  Your roguish skills pay off, and you 
  successfully pick the lock.  
  The way into the tower is open! Proceed 
  by going to Part 2: Draigdurroch 
  Tower and reading Boxed Text 7. 
   
  53 
  You reach up and remove one of the 
  books from the bookshelf. The instant 
  you do this, you hear a whooshing sound 
  from behind you and see the light of fire 
  turn the walls a bright orange! 
  Make a dex save, DC 14.  
  If successful, go to 21. 
  If unsuccessful, go to 2. 
   
  54 
  Your knowledge of magic tells you that 
  this storm is probably arcane in nature. 
  The surrounding area of Gray Vale 
  appears to be in the grips of a late 
  summer, despite the unseasonal chill in 
  the air, and you reason that this storm 
  must be localised. If you persist forward, 
  you should be able to make it through the 
  other side, as you reason that it probably 
  originates from the tower.  
  Return to Navigating the Blizzard 
  and continue reading from where you left 
  off. 
   
  55 
  You rip the covers off, and jump back in 
  alarm! A corpse lies there, frozen solid. It 
  is the body of an elderly human, possibly 
  a servant, you think. Whoever it was, 
  they died terrified - the look on their face 
  is one of utter fear.  
  Inspecting the other bed, you find a 
  similar corpse.  
  Unsettled at these gruesome finds, you 
  replace the sheets and decide what to do 
  next.  
  Return to Part 2 and continue your 
  investigation of this area.  
   
  56 
  The books that line these shelves mostly 
  appear to be treatises on the Nine Hells 
  and the demon lords who inhabit them. 
  Inspecting the frozen pages carefully, you 
  find more information on Karse, and 
  several places where pages have been 
  marked, showing the location of Karse on 
  various maps. But these are just cursory 
  notes. You don’t get the feeling that 
  Draigdurroch’s research, which Lady 
  Moonfire requested you find, is here. 
  There are also books on Netheril. It seems 
  someone was very interested in this 
  ancient lore. You find three tomes you 
  think might be of some worth. (Note: 
  Add three rare tomes - weight 1.5 lb each 
  - to your inventory).  
  On one of the lower bookcases, tucked in 
  between two large tomes, you find a small 
  crystal sculpture of a demon, and looking 
  closer you recognize it as Asmodeus! 
  You estimate this crystal sculpture to be 
  worth at least 260 gold pieces, perhaps 
  even more. Your spirits lift at this rare 
  find, and you place it into your backpack 
  (add to inventory). 
  Return to Part 2 and continue your 
  investigation of this area.  
   
   
   
  
  57 
  Taking the hit like the hardened 
  adventurer you are, you sheathe your 
  weapon and bow. “I meant no harm, 
  young sir. I am on a quest for Lady 
  Moonfire, and pray that you will let me 
  be on my way.” 
  The young man gets very flustered and 
  embarrassed at this statement of yours. 
  “I… Lady Moonfire? Good gods, I… I 
  meant no harm, truly…”  
  Now panicked, the young man begins 
  fumbling through his dishevelled clothing 
  and produces his gold pouch. “Here, 
  please, take it,” he says. Gold is falling 
  from the pouch onto the street, attracting 
  the attention of passers-by. “Take it all, 
  please! I meant no offence!” 
  Apparently, Lady Moonfire is a respected 
  (and possibly feared) figure in 
  Loudwater.  
  Take 140 gold pieces if you wish, and then 
  proceed on your way!  
  You may continue exploring Loudwater 
  unless you have visited all the merchants 
  you want, in which case proceed to Part 
  1: Journey To The Tower. 
   
  58 
  Instinct kicks in, and you quickly roll 
  away from the force of the explosion. 
  Flames lick at your back as you get 
  yourself out of harm’s way.  
  You gather your senses and look at the 
  desk, which is now nothing more than a 
  smouldering pile of debris, engulfed in 
  flames. Whatever was within that desk is 
  now utterly destroyed. 
  You may continue your exploration of 
  this area by moving your token to 
  another area.   
   
  59 
  You take some time to study these 
  volumes and find information on 
  Draigdurroch’s contact with the 
  remaining fragments of the failed deity 
  Karsus. More details emerge, and the plot 
  thickens: it appears the warlock was 
  working on forging a new type of pact 
  that would draw upon the echoes of the 
  demigod’s lingering spite and rage to 
  create effects of dark magic. The books 
  and notebooks here appear to constitute 
  the majority of Draigdurroch’s research. 
  NOTE: A warlock character who spends 
  several months studying these notes and 
  attempting to recreate Draigdurroch’s 
  research can change an eldritch pact to 
  the dark pact described in the Forgotten 
  Realms Player’s Guide (4th edition 
  supplement).  
  To move north and stand on the levitation 
  platform, go to entry 73.  
   
  60 
  You search around the base of the tower, 
  looking for alternate entry points, but 
  find none.  
  Make a perception or nature check, DC 
  12.  
  If successful, go to 78. 
  If unsuccessful, you can either use fire to 
  open the entrance: go to 38. 
  Or, you can use brute force. Go to 8.  
   
  61 
  You inspect the rooftop, but other than 
  the gem and the levitation platform, you 
  find nothing. As you move about, 
  however, you notice that rubble and mist 
  are situated in various areas of the roof, 
  and these areas are difficult to navigate.  
  Your inspection is disturbed by movement, 
  coming from the direction of the blue 
  gem... something appears to be moving 
  within it! 
  Go to Winter’s Heart Encounter. 
   
   
   
   
   
  
  62 
  Your finely honed instincts tells you that 
  something is seriously amiss here… this 
  place looks perfect for an ambush.  
  Suddenly you hear a ragged, guttural 
  cry, and turn to see movement atop the 
  low hills! Humanoids, their shapes 
  blurred in the sleet, have appeared atop 
  the hills to your south.   
  Go to page 9 in the original module and 
  read the red italics, starting with the 
  words “A mass of goblins…” (Doesn’t 
  sound good, does it?)  
  Your encounter will begin at the position 
  “PC Start A”.  
  Go to Frost Goblin Encounter.   
   
  63 
  You don’t find anything out of place.  
  To try the drawer, go to 76. 
  Or, continue your exploration of this level 
  by moving your token to another 
  location. 
   
  64 
  Make a survival check, DC 12.  
  If successful, you make a tidy little camp 
  and are able to get a long rest inside your 
  shelter. You may restore all your hp, 
  feats and spell slots from your long rest. 
  Then, proceed on your journey by going 
  to Part 2: Draigdurroch Tower. 
  If unsuccessful, go to 9. 
   
  65 
  You stab through the sheet, but whatever 
  is under the covers is rock hard. Your 
  blade hits the form with an audible 
  “chink” and goes no further.  
  To rip the covers off and reveal what lies 
  beneath, go to 55.  
  Otherwise, return to Part 2 and continue 
  your investigation of this area.  
   
  66 
  Gingerly shifting your weight onto the 
  disc-shaped section of floor, you hold your 
  breath expectantly. A moment later, you 
  feel yourself rising smoothly, and look up 
  to see an opening of the same size and 
  shape as the disc on which you stand, cut 
  into the ceiling above.  
  Soon you rise through this, and into a 
  room that looks decidedly more opulent 
  than any room on the lower floors! 
  Go to Section 2C: Third Floor, and 
  read Area 9: Study. 
   
  67 
  Make a perception check, DC 17. If 
  successful, go to entry 14. 
  If unsuccessful, go to 24.  
   
  68 
  Your arcane knowledge tells you that this 
  is a summoning circle, attuned to the 
  Nine Hells! 
  Who knows what dark magic 
  Draigdurroch was meddling in here. You 
  carefully step back from the pentagram, 
  not keen to inadvertently summon some 
  infernal fiend! 
  To investigate the magical implements on 
  the table and in the barrels, go to entry 
  37. 
  To stand on the levitation disc and ascend 
  to the third floor, go to entry 66.   
   
  69 
  Nothing looks valuable here. The owner 
  of this place does not seem to be one for 
  opulent decorations. The place settings, 
  plates and cutlery are all of rough design 
  and utilitarian.  
  Move your token to another location if 
  you wish, finding the appropriate entry 
  number in Part 2.  
  	
    
  
  70 
  Advancing on this impertinent young 
  noble, you brandish your weapon and 
  make an attack, not seeking to kill, 
  merely to chastise.  
  Make an attack roll against AC 10. 
  If you hit, go to 31.  
  If you miss, go to 5. 
   
  71 
  Make a Dexterity (thieves’ tools) check, 
  DC 16. If successful, go to 52. 
  If unsuccessful, you can try brute force. 
  Go to 27.  
   
  72 
  As soon as your attack hits the statue, 
  you hear a creaking noise and notice with 
  alarm that its head has turned towards 
  you. Then, one by one, all four houndlike 
  creatures turn towards you, primed for 
  attack! 
  Behind you, a stone gargoyle has 
  animated and is also advancing!  
  Go to Tower Guardian Encounter in 
  the Encounter Section.  
   
  73 
  Standing on this section of floor, you feel 
  the now familiar rising sensation and are 
  soon ascending to the ceiling. However, 
  this time you go through the ceiling, 
  which seems to be some sort of non-solid 
  material.  
  You emerge on the roof of the tower! 
  Go to Part 3: Tower Roof.  
   
  74 
  You consult your map again and notice 
  the lay of the land around you. Due to 
  your superior navigational skills, you 
  make your way into a shallow valley 
  which shelters you from the worst of the 
  storm. The going is slow, but at least you 
  are out of the vicious blizzard… for now. 
  (cont. over) 
  Return to Navigating the Blizzard 
  and continue reading from where you left 
  off. 
   
  75  
  Make an investigation check, DC 14.  
  If successful, go to 25 
  If unsuccessful, go to 30.  
   
  76 
  You grasp the drawer handle and pull, 
  and at exactly the same moment 
  something triggers and a violent 
  explosion rocks the desk, and the floor it 
  stands on. 
  Make a dexterity save, DC 15. 
  If successful, go to 58. 
  If unsuccessful, go to 6.  
   
  77 
  You wait, browsing the shelves, and after 
  some time an older man appears and seats 
  himself behind the counter.  
  “Good afternoon, traveller! Welcome to 
  my humble little shop. I’m Padfoot, the 
  owner here. Please, don’t let me disturb 
  your browsing.”  
  Padfoot takes out a book and begins 
  reading, sipping on a goblet of 
  something.  
  Continue your shopping here, making 
  purchases if you wish, and then move on 
  to another merchant. Or, if you are done 
  shopping, proceed to Part 1: Journey 
  To The Tower. 
   
  78 
  You find a fissure in the ice, near the 
  front door, a weak point, and use either 
  fire of brute force to start making your 
  way through the icy shield.  
  Progress is quicker than it would have 
  been had you chosen another point.  
  Take one inspiration point for this 
  inspired solution. (cont. over) 
   
  
  Eventually you clear a passage through 
  the icy prism and the way to the front 
  door is open! 
  To attempt to open the door, go to 51.  
  To check for traps, go to 15.  
   
  79 
  A close inspection of the guardians reveals 
  that they could be magical in nature. You 
  give them a good look over, and their 
  construction seems to be incredibly 
  detailed.  
  You hope they don’t spring to life and 
  attack! Right now, they are motionless, so 
  you consider your next course of action. 
  To attempt to open the door, go to 51.  
  To check for traps, go to 15.  
  To attack one of these statues, go to 3. 
   
  80 
  You have no idea why these runes were 
  made upon the surface of this gem. But 
  as you bend over it, you see a light 
  flickering within... something stirs within 
  the depths of this gem! 
  Go to Boxed Text 10. 
   
  81  
  “Ah! It’s you!” the old man exclaims. 
  You are taken aback by this, having 
  never seen him before in your life. His 
  eyes are open but a glazed film covers 
  them. He is blind.  
  “Yes, let me see…” he says thoughtfully, 
  reaching up and touching your face. 
  “Yes, very brave, very brave… you’ll 
  need it, for the quest to come. But.. ah! I 
  see it now. You will meet the 
  Cloudmaker. You will see him, and as 
  soon as you see him, you must kill him!” 
  The old man smiles. “And now, I must 
  go!” 
  He turns and departs, leaving you utterly 
  bewildered. Cloudmaker? What was all 
  that about. Mad, obviously. But then, a 
  middle-aged lady comes close.  
  “Lucky, you are. That’s Yarg Xygga, the 
  local seer. We hardly ever see him. And 
  even rarer it is for someone to be on the 
  receiving end of one of his predictions. 
  Count yourself lucky!” 
  “Predictions?” you ask. 
  “Yes, and they always come true,” she 
  says, tapping the side of her head.  
  Puzzling over these events, you resume 
  your shopping.  
  You may continue shopping from 
  Sulawan’s Sundries, depart for a different 
  merchant, or if you have finished 
  shopping, you may proceed to Part 1: 
  Journey To The Tower. 
   
  82 
  Walking forward, you soldier on through 
  the sleet towards the low hills. You 
  proceed forward cautiously, and initially, 
  it seems like your fears were unjustified. 
  You make it past the hills and continue 
  north.  
  But then suddenly you hear a ragged, 
  guttural cry, and turn to see movement 
  atop the low hills! Humanoids, their 
  shapes blurred in the sleet, have appeared 
  atop the hills that surround you. 
  Suddenly you notice that this terrain is 
  perfectly suited to ambush tactics.   
  Go to page 9 in the original module and 
  read the red italics, starting with the 
  words “A mass of goblins…” (Doesn’t 
  sound good, does it?) 
  Your encounter will begin at the position 
  “PC Start B”. 
  Go to Frost Goblin Encounter. 
   
  83 
  This room appears very basic, possibly 
  servants’ quarters. You find nothing of 
  any note in here.  
  Return to Part 2 and continue your 
  investigation of this area.  
   
  
  ENCOUNTERS 
   
  Frost Goblin Encounter 
  NOTES  
  1. Screenshot the map on page 9 and drop it into your VTT. 
  2. Converted stat blocks for the frost goblins are found on the following pages.  
  3. Roll initiative for yourself and the frost goblins. Roll separately for the sharpshooters, the 
  cutters and the mage.  
  4. Use the section “Tactics” (p.9) to determine what the goblins do. The hexer will attack with 
  light crossbow until you are close enough for him to use his Freezing Cloud. Whenever the 
  PC causes 20 or more damage on a turn, the hexer will use his Freezing Hex attack on his 
  next turn.  
  5. Moving across the sheet of ice requires checks, detailed on page 9 of the original module in 
  the section “Countermeasures” (Found at the bottom of the “Treacherous Ice” Stat block). 
  The checks convert straight to 5e without adjustment.  
  6. Check also the section “Hills”, under “Features of the Area” on p.10.  
   
  ♦ If you are victorious check the section “Treasure” on p.10 to see what you can loot from the 
  goblin’s bodies! Converted stats for the hexer’s Rod of Reaving are found below. Once you 
  are done here, you can move on by proceeding to Boxed Text 5.  
   
   
   
   
   
   
  Rod Of Reaving +1 
  Rod, Uncommon, requires 
  attunement by a warlock.  
  Worth: 750 gp. 
  While holding this rod, any 
  damage caused by your Hex 
  spell is increased by 1 hp.  
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Frost Goblin Sharpshooter (x3)
  Medium Humanoid, CE 
   
  Armour Class 16 
  Hit Points 12 
  Speed  30 ft.  
   
  STR 
  14 
  (+2) 
  DEX 
  18 
  (+4) 
  CON 
  13 
  (+1) 
  INT 
  8 
  (-1) 
  WIS 
  13 
  (+1) 
  CHA 
  8 
  (-1) 
  Senses Darkvision 60 ft., PP 11 
  Damage Resistances Cold 
  Languages Goblin 
   
  Sneak Attack The frost goblin sharpshooter deals an extra 1d6 damage
  against any target it has combat advantage against.  
  Goblin Tactics As a reaction, when missed by a melee attack, the 
  sharpshooter can move one square without provoking an attack of 
  opportunity.  
  Icy Form Unarmed attacks on the frost goblin result in 2 cold damage to the 
  attacker. 
  Ice Walk The frost goblin can navigate slippery, icy services without needing 
  to make a dex save.  
  ACTIONS 
  Light Crossbow Ranged weapon attack, +6 to hit, range 80/320 ft. Hit 1d8+4 
  piercing damage.  
  Shortsword Melee weapon attack, +6 to hit, range 5 ft, one target. Hit 1d6+4 
  slashing. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Frost Goblin Cutter (x8) 
  Medium Humanoid, CE 
   
  Armour Class 16 
  Hit Points 7 
  Speed  30 ft.  
   
  STR 
  14 
  (+2) 
  DEX 
  17 
  (+3) 
  CON 
  13 
  (+1) 
  INT 
  8 
  (-1) 
  WIS 
  12 
  (+1) 
  CHA 
  8 
  (-1) 
  Senses Darkvision 60 ft., PP 11 
  Damage Resistances Cold 
  Languages Goblin 
   
  Icy Form Unarmed attacks on the Frost Goblin result in 2 cold damage to the 
  attacker. 
  Ice Walk The frost goblin can navigate slippery, icy services without needing 
  to make a dex save.  
  ACTIONS 
  Javelin (five javelins per cutter) Ranged weapon attack, +4 to hit, range 
  30/120 ft. Hit 1d6+2 piercing damage.  
  Shortsword Melee weapon attack, +5 to hit, range 5 ft, one target. Hit 1d6+3 
  slashing. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Frost Goblin Hexer (x1) 
  Medium Humanoid, CE 
   
  Armour Class 18 
  Hit Points 32 
  Speed  30 ft.  
   
  STR 
  10 
  (+0) 
  DEX 
  15 
  (+2) 
  CON 
  18 
  (+4) 
  INT 
  9 
  (-1) 
  WIS 
  13 
  (+1) 
  CHA 
  18 
  (+4) 
  Senses Darkvision 60 ft., PP 11 
  Damage Resistances Cold 
  Languages Goblin 
   
  Freezing Cloud As an action, The hexer chooses a point within 60 ft and 
  conjures a cloud which occupies a 10 ft. radius originating from that point. 
  This area is treated as difficult terrain (except for those accustomed to cold 
  climates, such as goliath PCs). The zone also causes the frost goblin hexer 
  and its allies to become obscured, which results in disadvantage on attacks at 
  those targets. The frost goblin hexer can move the zone up to 25 ft on its turn 
  as a bonus action.  
  Goblin Tactics As a reaction, when missed by a melee attack, the hexer can 
  move one square without provoking an attack of opportunity.  
  Icy Form Unarmed attacks on the Frost Goblin result in 2 cold damage to the 
  attacker. 
  Ice Walk The frost goblin can navigate slippery, icy services without needing 
  to make a dex save.  
  Incite Bravery When an ally within 10 ft uses the Goblin Tactics feat, the 
  hexer can incite bravery, allowing them to move an extra 10 ft and make an 
  attack.  
  ACTIONS 
  Freezing Hex Ranged Spell Attack +6 to hit, range 60 ft, one target. Hit 
  2d6+1 cold damage and target must make a constitution save, DC 15. On a 
  fail, their movement is halved until the end of their next turn. (Extra 1 damage 
  is caused by Rod of Reaving).  
  Light Crossbow Ranged weapon attack, +4 to hit, range 80/320 ft. Hit 1d8+2 
  piercing damage.  
  Shortsword Melee weapon attack, +4 to hit, range 5 ft, one target. Hit 1d6+2 
  slashing. 
   
  
   
   
  Tower Guardian Encounter 
   
  NOTES  
  1. Screenshot the map on p.16 and drop it into your VTT. 
  2. Read the red italics on p.16 to set the scene for the encounter. 
  3. 5e stat blocks for the tower guardians are found on the following pages.  
  4. Roll initiative for yourself and the tower guardians. Roll separately for the iron defenders 
  and the clay scout.  
  5. Read the tower guardians’ stat blocks in full to get a good idea of all their abilities.  
  6. Take note of the section “Path” under “Features of the Area.” The checks convert straight 
  to 5e.  
  7. Use the section “Tactics” (p.16) to determine what the guardians do.  
   
   
  ♦ If you are victorious, go to 10.   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tower Clay Scout (x1) 
  Small Construct, Unaligned 
   
  Armour Class 16 
  Hit Points 15 
  Speed  30 ft., fly 15 ft.  
   
  STR 
  10 
  (+0) 
  DEX 
  15 
  (+2) 
  CON 
  16 
  (+3) 
  INT 
  10 
  (+0) 
  WIS 
  10 
  (+0) 
  CHA 
  16 
  (+3) 
  Senses Darkvision 60 ft., PP 10 
  Damage Resistances Bludgeoning, piercing and slashing from non-
  magical weapons. 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Languages - 
   
  Guard Area The clay scout’s only purpose is to guard the tower. It gains a +4 
  bonus to all attacks on all creatures within 25 ft of the tower.  
  Limited Invisibility On the clay scout’s turn, all PCs must make a DC 10 
  wisdom save. If they fail, the clay scout is invisible to them and has 
  advantage on its attacks.  
  ACTIONS 
  Poison Bite Melee weapon attack +2 to hit (+6 with Guard Area bonus), 
  reach 5 ft, one target. Hit 1d6 piercing damage, and target must make a DC 
  16 con save, taking 1d6 poison damage on a failed save or half as much on a 
  successful save.  
  Mind Touch Ranged weapon attack +4 to hit, range 10 ft, one target. Hit 
  1d6+2 psychic damage. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Iron Tower Defender (x4) 
  Medium Construct, Unaligned 
   
  Armour Class 17 
  Hit Points 18 
  Speed  30 ft. 
   
  STR 
  16 
  (+3) 
  DEX 
  15 
  (+2) 
  CON 
  15 
  (+2) 
  INT 
  5 
  (-3) 
  WIS 
  11 
  (+0) 
  CHA 
  8 
  (-1) 
  Senses Darkvision 60 ft., PP 10 
  Damage Resistances Bludgeoning, piercing and slashing from non-
  magical weapons. 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Languages - 
   
  Guard Area The iron defender gains a +1 attack bonus when it is within 5 ft of 
  tower. It will pursue creatures beyond, but not creatures that flee the tower 
  area completely.  
  Pursue & Attack When the iron defender makes an opportunity attack it can 
  shift one square before or after the attack if such a move would provide 
  tactical advantage to it. Such a move does not itself provoke an opportunity 
  attack.  
  ACTIONS 
  Bite Melee weapon attack +5 to hit, reach 5 ft, one target. Hit 1d6+3 piercing 
  damage.  
   
  
   
  Ice Warriors Encounter 
   
  NOTES  
  1. Screenshot the “Second Floor” map on p.18 and drop it into your VTT. Place your PCs 
  token(s) wherever you think they might be. NOTE: Your PC will have time to get into the 
  best possible tactical position, so take the time to carefully consider what place they would 
  inhabit.  
  2. Read the red italics on the bottom left of p.18 to set the scene for the encounter. 
  3. 5e stat blocks for the ice warriors are found on the following pages.  
  4. Ignore the shardlings – they do not figure in this conversion. 
  5. Roll initiative for yourself and the ice warriors.  
  6. Tactics: the PC does not face all these enemies at once. In round one, the frostling (leader) 
  and the raiders appear at the top of the staircase and move into their positions, attacking the 
  PC wherever they are situated. They will pursue if the PC descends the stairs to the first 
  floor also. In round three, the hurlers appear, materialising from the fireplaces at either side 
  of the room.  
  7. Take note of the section “Table” under “Features of the Area.” The DC for all checks (all 
  of which translate directly to 5e) is 15. 
  8. If the PC moves within the pentagram on level 2, read the section “Summoning Circle” 
  under “Features of the Area,” replacing the words “any attacks made using powers that 
  have the arcane keyword,” with the words “any spell attacks.”   
  9. If victorious, you claim the +1 frost maul. This functions like a normal +1 maul but deals 
  cold damage instead of bludgeoning damage.  
  10. Return to Part 2B and read Boxed Text 8. 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ice Warrior Icicle Hurler (x2) 
  Medium Elemental, CE 
   
  Armour Class 15 
  Hit Points 16 
  Speed  30 ft. 
   
  STR 
  14 
  (+2) 
  DEX 
  17 
  (+3) 
  CON 
  14 
  (+2) 
  INT 
  11 
  (+0) 
  WIS 
  14 
  (+2) 
  CHA 
  11 
  (+0) 
  Senses Darkvision 60 ft., PP 12 
  Damage Resistances Cold 
  Damage Immunities Poison 
  Damage Vulnerabilities Fire 
  Condition Immunities Poisoned, Exhausted, Paralyzed, Petrified 
  Languages Primordial 
   
  Icicle Storm (Recharge 5-6) As an action, the hurler chooses a point within 
  20 ft., creating a localised storm with a radius of 15 ft from that point. Any 
  creature within this area must make a dex save, DC 14, taking 1d10 damage 
  on a failed save or half as much on a successful one. The hurler uses this 
  attack whenever it is successfully recharged (beginning of its turn). 
  ACTIONS 
  Multiattack The hurler makes two attacks, choosing from those below.  
  Slam Melee weapon attack +4 to hit, reach 5 ft, one target. Hit 1d4+2 
  bludgeoning damage.  
  Flying Icicle Ranged Weapon Attack +5 to hit, range 10/20. Hit 1d6+3 
  piercing damage. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ice Warrior Raider (x2) 
  Medium Elemental, CE 
   
  Armour Class 15 
  Hit Points 18 
  Speed  30 ft. 
   
  STR 
  17 
  (+3) 
  DEX 
  14 
  (+2) 
  CON 
  18 
  (+4) 
  INT 
  11 
  (+0) 
  WIS 
  11 
  (+0) 
  CHA 
  11 
  (+0) 
  Senses Darkvision 60 ft., PP 12 
  Damage Resistances Cold 
  Damage Immunities Poison 
  Damage Vulnerabilities Fire 
  Condition Immunities Poisoned, Paralyzed, Petrified 
  Languages Primordial 
   
  ACTIONS 
  Flail Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit 1d8+3 
  bludgeoning damage.  
  Ice Embrace Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit 
  1d4+3 bludgeoning and target must make a DC 14 con save, or their 
  movement is halved until the end of their next turn.  
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ice Warrior Frostling (x1) 
  Medium Elemental, CE 
   
  Armour Class 18 
  Hit Points 27 
  Speed  30 ft. 
   
  STR 
  18 
  (+4) 
  DEX 
  15 
  (+2) 
  CON 
  14 
  (+2) 
  INT 
  12 
  (+1) 
  WIS 
  12 
  (+1) 
  CHA 
  18 
  (+4) 
  Senses Darkvision 60 ft., PP 12 
  Damage Resistances Cold 
  Damage Immunities Poison 
  Damage Vulnerabilities Fire 
  Condition Immunities Poisoned, Paralyzed, Petrified 
  Languages Primordial 
   
  Icy Burst (recharge 4-6) As an action, the frostling chooses a point within 
  25 ft., dealing a blast of cold damage with a radius of 5 ft originating from 
  that point. The target must make a DC 14 con save or take 1d10 cold 
  damage, and their movement is halved until the end of your next turn.  
   
  ACTIONS 
  Ice Shard Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 1d8+4 
  cold damage.  
  Freezing Shot Ranged Weapon Attack +4 to hit, range 50 ft, one target. Hit 
  1d6+2 cold damage, and target’s movement is halved, and one ally within 
  15 ft can shift to a square adjacent to the target.  
  Icy Burst 
   
   
  
  Winter’s Heart Encounter 
   
  NOTES  
  1. Screenshot the “Roof” map on p.21 of the module and drop it into your VTT. Place 
  your PCs token wherever you think they might be.  
  2. Read the red italics beginning with “The gemstone pulses” to set the scene.  
  3. The Spirit of Winter’s converted 5e stat block is found on the following page.  
  4. Consult the section “Tactics” to determine what the monster does.  
  5. If victorious, go to Boxed Text 10.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spirit Of Winter (x1) 
  Large Fey, Unaligned 
   
  Armour Class 18 
  Hit Points 75 
  Speed  30 ft. 
   
  STR 
  18 
  (+4) 
  DEX 
  10 
  (+0) 
  CON 
  18 
  (+4) 
  INT 
  10 
  (+0) 
  WIS 
  12 
  (+1) 
  CHA 
  8 
  (-1) 
  Senses Darkvision 60 ft., PP 12 
  Damage Resistances Cold 
  Damage Immunities Poison 
  Damage Vulnerabilities Fire 
  Condition Immunities Poisoned, Paralyzed, Petrified 
  Languages Primordial 
   
  Gem Bound The spirit of winter is bound to the frost gem. Attacking either 
  damages the spirit of winter (their hp decreases simultaneously), and when 
  the spirit of winter reaches 0 hit points or fewer, the gem is also destroyed. 
  The gem’s defenses are identical to the spirit of winter’s (AC 18, cold 
  resistance), and the gem also has resistance to damage from non-magical 
  weapons. 
  Freezing Burst (Recharge 6) As an action, the spirit of winter emits a 15 ft 
  blast cone of cold from its position. All targets must make a DC 15 dex save 
  or take 1d6+4 cold damage, are moved back 10 ft and knocked prone (does 
  not provoke AOO). A successful save results in half damage, and the target 
  is not pushed back or knocked prone. The Spirit of Winter uses its Freezing 
  Burst whenever it successfully recharges it at the beginning of its turn. 
  Blast of Cold (Recharge 4-6) If the Spirit of Winter ever takes 20 or more 
  damage from a single hit, the gem will emit a blast of cold in a 10 ft cone 
  originating from the gem. All targets must make a DC 14 dex save, taking 
  1d8+2 cold damage on a fail or half as much on a successful save.  
  Winter’s Fury When the Spirit of Winter reaches 20 hp, its Freezing Burst 
  is automatically recharged. 
   
  ACTIONS 
  Slam Melee weapon attack +6 to hit, reach 10 ft, one target. Hit 1d6+4 
  bludgeoning + 1d4 cold damage.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paul Bimler/D&D Solo Adventure - Menace of the Icy Spire (5e Solo Conversion Notes) [5E].pdf