TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  COR4-16 
   
   
   
  THE FROZEN SPIRE 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1.0 
   
   
  by Creighton Broadhurst 
  Circle Reviewer: Stephen Radney-MacFarland 
  Dreamstealer Material: Paul Looby and Stuart Kerrigan 
  Additional Material: Paul Looby 
  Cartography: Simon Butler 
   
  Special Thanks: Travis Wolcott • Steven Arnott •Timothy Bailey • Teos Abadia •Karl Lommerse •Pieter Sleijpen •Chris 
  Sapkowski •Wildsurge • Steven Schaeffer •Joe • Casey McKenzie • Benjamin FLanagarn • Jay Stypinski • James Zwiers • 
  Sandy Douglas •Jonathan O’Donnell • Brad Shanrock-Solberg •Erno Sombroek • John Jenks 
   
   
  For almost 40 years, Icespire has dominated the eastern approaches to Dunhead Bay. Recent political events however 
  demand the mystery behind the tower’s doom be solved and a surprise discovery links the frigid lands of Icespire to the 
  nameless threat lurking in the dark recesses of the Bright Desert.  
   
  Part 3 of the Sins of Ages Past. It is recommended that participants have previously played COR1-08 The Future’s Bright 
  and COR3-01 The Hidden Fortress. 
   
  APLs 6-14 
   
   
  
  COR4-16 The Frozen Spire 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is 
  spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Website, and then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  
  COR4-16 The Frozen Spire 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Core adventure, set in the 
  United Kingdom of Ahlissa. All characters pay two Time 
  Units per round. Adventurer’s Standard Upkeep costs 12 
  gp per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  AR ENTRIES 
  Before play, check to see if any of the PCs are affected by 
  any of the AR entries listed below. 
   
  Several 593 CY Splintered Sun metaregional 
  adventures bestow favors or disfavors on participating 
  PCs, which can help or hinder travel through the United 
  Kingdom of Ahlissa. For the DM’s convenience these AR 
  entries are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa. The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. 
  It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied 
  portions of Medegia and the Principalities of Naerie and 
  Innspa but not in the Adri Forest. PCs instantly lose any 
  travel privileges within Ahlissa including Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of 
  a session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check 
  reduces this to 1) the PC will be captured and must pay 
  total bribes of 100 gp x APL at which the scenario was 
  played to prevent their execution. One favor with a high 
  ranked Ahlissan NPC or powerful organization might be 
  spent instead of the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  Core adventure COR4-30 Redtide features an AR entry 
  that may affect the running of this adventure: 
   
  Magical Tattoo: It is possible that some pure-blooded 
  Suel PCs may have received the magical tattoo during the 
  COR4-03 Redtide. In this instance such PCs are contacted 
  via a sending spell while journeying to Trennenport. They 
  are ordered by Boran Umor to report on everything that 
  occurs during their exploration of Trennenport and 
  Icespire. The Brotherhood is particularly interested in 
  the state of the town’s defenses and what lies within the 
  frozen lands of Icespire.  
   
  The Brotherhood is particularly keen that Icespire 
  remain in its current state. The PC is to try and persuade 
  his companions to leave Icespire as it is. The PC should 
  
  COR4-16 The Frozen Spire 
   
  Page 4 
  not attack or fight his comrades under any circumstances 
  – he is more useful alive than dead. 
   
  The PC is then contacted after the adventure is over 
  to pass on any intelligence he gleans. 
   
  Bleached White: It is possible that some PCs hold the 
  “Bleached White” AR entry from CORS3-02 Return to the 
  Ghost Tower of Inverness. Such individuals along with the 
  equipment they were carrying at the time were bleached 
  completely white. Such PCs gain +2 circumstance 
  modifier to any Hide checks they make while in the 
  lands of Icespire if they are still wearing their bleached 
  equipment. 
   
   
  META-ORG MEMBERSHIP 
  Before play, check to see if any of the PCs is a member of 
  any of the below listed meta-organizations. Membership 
  in these meta-organizations has the following effects 
  during this adventure. 
   
  Membership of the Jade Mask: Before they set sail for 
  Trennenport members of the Jade Mask receive a 
  message ordering them to discover all they can of the 
  defenses of Trennenport with particular reference to the 
  harbor’s protection. Once they return from Trennenport 
  a member of the Jade Mask contacts them to pass on any 
  intelligence gained. 
   
  The Jade Mask is a Splintered Sun meta-org. 
   
  Membership of the Royal Guild of Merchants of Aerdy: 
  Members of the Royal Guild are revered by their 
  employers and treated as the leader of their group. In 
  addition any follower of Zilchus are treated in a similar 
  fashion. Successfully completing this adventure allows 
  PCs worshipping Zilchus or belonging to the Royal 
  Guild to count Rennannen and Haragern as business 
  contacts well disposed to assist them in the future. 
   
  The Jade Mask is a Splintered Sun meta-org. 
   
  Members of His Majesty’s Secret Service: Members of 
  this Nyrondal meta-org receive a message through the 
  usual channels. This message orders them to gain as 
  much information as possible while in Trennenport 
  regarding troop strengths and the numbers of ships 
  stationed in the port.  
   
  The Grey Watch: Members of this Nyrondal meta-org 
  receive a message through the usual channels. The Grey 
  Watch is particularly concerned about the reports of 
  sahuagin living in the harbor as these could severely 
  damage any attacking naval force. Thus, members of the 
  Grey Watch are to gain as much information regarding 
  these sahuagin without drawing attention to themselves. 
  They are not to attempt to location the sahuagin’s lair but 
  are to ascertain how integrated into the general populace 
  the sahuagin are. 
   
   
  ADVENTURE BACKGROUND 
  Icespire 
  This keep, with its lighthouse and continual flame beacon, 
  is now deserted. Until 20 years ago, this was a manned 
  beacon for vessels headed into or from the Sea of 
  Gearnat, but a mage attending the magical beacon 
  ventured into the caves south of the keep and discovered 
  something that transformed the place. The 120 people at 
  Icespire were slain in an instant and the place frozen into 
  a mausoleum. Chelor sent a strong force to investigate; 
  only two of them returned, both babbling insanely. 
  Magical scrying attempts also resulted in those casting 
  the divination spells to suffer traumatic amnesia, 
  madness, and even death. Now Icespire stands, as its 
  name suggests, as a pinnacle of blue ice, gleaming in the 
  sun. The temperature is desperately cold (-50 C) for 
  several miles south of the keep, and no one has ventured 
  into this forbidding promontory for many years.  
   
  Source: Ivid the Undying by Carl Sargent 
   
   
  WHAT HAS GONE BEFORE 
  COR1-08 The Future’s Bright 
  In COR1-08 The Future’s Bright, adventurers rescued a 
  single survivor from the shattered remains of The Azure 
  Warden. The ship, the personal vessel of the renowned 
  Onnwalish adventurer Slanisar Bantu, was attacked and 
  destroyed by some unknown dark agency as it lay off the 
  coast of the Bright Desert.  
   
  Only one crewman, driven mad by his ordeal, 
  survived the attack. Several months later, characters were 
  put ashore to explore the remnants of the shattered 
  vessel. They found that the survivor’s tenuous grip on 
  reality had been lost—the deprivations of the desert 
  driving him into a near catatonic state. 
   
  After an encounter with the ghostly Varn Amandis 
  the characters rescued the survivor and returned him 
  along with Varn’s remains to Onnwal.  
   
  COR3-01 The Hidden Fortress 
  The events of COR3-01 The Hidden Fortress begin two 
  years later. During this time the survivor has been cared 
  for in Killdeer by Marya Jernal a disciple of Osprem. The 
  survivor’s physical ailments healed quickly under the 
  watchful eye of the Lady of the Waves disciples, but his 
  mental condition did not improve. Curatives both 
  magical and mundane were employed to heal the 
  survivor but all failed. A divination cast to gain insight 
  into the survivor’s condition uncovered a cryptic poem, 
  seeming of no relevance and a feeling of deep dread: 
   
  An eternal watch that must not fade, 
  A bolt that must not be shattered. 
   
  Absolute darkness creeps from the bright, 
  A secret long-shrouded is returned to the light, 
   
  Amid the faded glory of a forsaken empire,  
  
  COR4-16 The Frozen Spire 
   
  Page 5 
  Among shattered hills, 
  Within choked valleys,  
  Lurk the sins of ages past. 
   
  Additional magics including commune and augury all 
  indicated that the Bright Desert was the focal point of the 
  threat. Additional research into the Bright Desert 
  unearthed an old map purporting to show the location of 
  a fortress located just two days walk from the coast. 
  Divinations and auguries cast on the map indicated that 
  answers could be found within that fortress. Unnerved 
  by the experience and afraid of what it might portend she 
  contacted the brave adventurers who originally rescued 
  the survivor and begged them for aid.  
   
  Traveling to the Bright Desert the PCs fought a 
  ghostly blue dragon named Ker-dorptoc, braved a 
  sandstorm, and saved a badly injured norker.  
   
  Discovering a buried tower the PCs explored it, 
  finding the body of Slanisar Bantu and at the tower’s base 
  a room guarded by an ornately carved door featuring five 
  dragon heads, seemingly ready to breath on any 
  trespassers. 
   
  Beyond the door was discovered a large chamber the 
  central feature of which was an illusionary prismatic sphere 
  warding a permanent wall of force. After defeating strange 
  spider-like undead creatures the PCs were able to 
  investigate the sphere. Within the sphere was a raged 
  curtain of gray light and an ancient, crumbling 
  parchment; only one word, “Unaagh,” still visible. Atop 
  the scroll was also found a single fist-size shard of rock of 
  black hue flecked with blue-green and purple wisps. 
   
  Returning to Onnwal, the PCs brought word of the 
  parchment to Marya Jernal Also returned to the priestess 
  was the black-hued rock and the bones of Slanisar Bantu. 
   
  While in the Bright Desert (and afterwards to this 
  very day) PCs who possess any levels of sorcerer were 
  beset by strange dreams of fell, doom-laden aspect. A year 
  to the day since the PCs investigated the tower the nature 
  of these dreams changed with the afflicted PCs being 
  able to also send dream images to similarly afflicted 
  individuals. 
   
  Events in Ahlissa 
  In 565 CY the tower and the lands surrounding what was 
  to become known as Icespire were suddenly transformed 
  into a frozen wasteland, slaying all who dwelt there. 
   
  Herzog Chelor, then ruler of South Province, 
  dispatched a large, well-equipped expedition to discover 
  what had caused such destruction. Only two members 
  survived to return and they were both hopelessly insane. 
  Given that the phenomena did not seem to be expanding 
  and that war was looming with the Iron League (as it 
  always did), Chelor forgot about Icespire.  
   
  Recent political events however have suddenly 
  thrust the lands of Icespire back into prominence. The 
  United Kingdom of Ahlissa has recently reached an 
  accord with the Free State of Onnwal and the Kingdom 
  of Sunndi. Icespire occupies a particularly strategic 
  location, commanding the thin strip of land separating 
  Dunhead Bay from Relmor Bay and the Sea of Gearnat 
  which given the increase in traffic through Dunhead Bay 
  must be occupied to safeguard the shipping there.  
   
  ADVENTURE SUMMARY  
  This adventure is split into three basic parts.  
   
  The opening part of this adventure is very much 
  roleplaying based and takes part (in the main) within the 
  town of Trennenport. Here the PCs learn more about 
  their mission and may make any additional preparations 
  that they deem necessary. 
   
  The second part details the PCs journey through the 
  frozen lands of Icespire. The encounters herein are much 
  more free form than traditional LIVING GREYHAWK 
  adventures. 
   
  The final part deals with the PCs discovery of the 
  remains of an ancient temple perched on the rocky 
  coastline of Dunhead Bay. Quick-witted PCs may notice 
  several startling similarities with the dungeons below the 
  forgotten tower in the Bright Desert explored in COR3-01 
  The Hidden Fortress. 
   
  Introduction: In this encounter the PCs travel to 
  Trennenport and have the opportunity to learn a variety 
  of rumors regarding Icespire. 
   
  Encounter 1: Trennenport – In this encounter the 
  PCs arrive at Trennenport and meet the Zilchan priest 
  Haragern, who conveys them to the temple. On the way 
  the PCs encounter a sahuagin walking brazenly down the 
  street protected by Ahlissan soldiers. They are hopefully 
  dissuaded from attacking the monstrous humanoid. If 
  not, they are forced to flee the town and must make their 
  own way to Icespire without gaining any additional 
  information 
   
  Encounter 2: The Conclave – The PCs finally reach 
  the temple and meet their employer, Remmannen, who 
  beseeches them for aid. Remmannen can give the PCs 
  any information they failed to collect in the Introduction. 
  If they wish, the PCs can explore Trennenport more 
  fully. 
   
  Encounter 3: Entering the Frozen Lands – Leaving 
  Trennenport behind, the PCs travel west toward Icespire. 
  The journey is unremarkable and they reach the bounds 
  of Icespire without incident. 
   
   
   
  Encounter 4: Into the Frozen Lands – While 
  traveling in the frozen lands of Icespire the PCs are 
  attacked by the mutated denizens of the land. 
   
  Encounter 5: The Ruins of Kalinarn -- Here the PCs 
  enter the ruins of Kalinarn and must fight the guardians 
  of the Icespire itself! 
   
  Encounter 6: The Slippery Stair – Following the 
  clues found in Icespire the PCs traverse the slippery stair, 
  moving 
  closer 
  to 
  their 
  goal: 
  the 
  shrine 
  of 
  Grytulyndarreth. 
   
  Encounter 7: The Icespire – Investigating the 
  Icespire itself the PCs discover the remains of a spellbook 
  and journal belonging to Lynerden Oberannin. The 
  journal contains vital clues as to where to go next. 
   
  Encounter 8: The Shrine of Gyrtulyndarrath -- In 
  this encounter the PCs find the lost shrine. 
  
  COR4-16 The Frozen Spire 
   
  Page 6 
   
  Encounter 9: Into Gyrtulyndarrath – Gathering 
  their bravery and readying their spells the PCs enter the 
  shrine. It is so cold here that even some magical 
  protections fail to protect the PCs. 
   
  Encounter 10: The Hall of Wyrms – In this 
  encounter the PCs face undead dragons defending an 
  ornate door, twin to the one found in COR3-01 The 
  Hidden Fortress. 
   
  Encounter 11: The Portal of Wyrms – When the PCs 
  open this door they are the victims of a vicious trap. 
   
  Encounter 12: The Insane Dead – Finally the PCs 
  discover the fate of Lynerden Oberannin and have the 
  chance to reverse the magic affect cloaking the 
  surrounding lands in perpetual cold. 
   
  Conclusion: The PCs return either in triumph or 
  failure to Trennenport. 
   
  Sorcerers and the Dreaming 
  Individuals with levels of sorcerer are exposed to a 
  strange phenomenon when they attempt to sleep. As 
  they travel farther into the frozen lands of Icespire they 
  will be subjected to ever more vivid and disturbing 
  dreams. 
   
  If there is more than one sorcerer in the party 
  modify the read aloud texts to include as many sorcerers 
  as are present. It is likely that the PCs will rest for at least 
  one night while within the frozen lands. The dreaming 
  comes to the PC(s) at this time. In addition the dreaming 
  also besets these characters at specific times during the 
  adventure. 
   
  Dream One 
  Sorcerers experience this dream during their first night 
  in the frozen lands.  
    
  A strange darkness envelops you, like so much thick fog. 
  Comforting it may be at first, protecting you from the harsh 
  light in which you were basking, but after an unknowable 
  while a strange cold starts to seep into your bones. Chilling 
  unlike anything you have ever known, it begins to permeate 
  your entire body, slowly shutting down your senses one by one.  
   
  Death rushes toward you on ebon wings summoned by the 
  feeble thrashing of your soul crying out in the night for 
  salvation. An even deeper shadow begins to form in front of 
  you; your doom is upon you. As you watch, terrified beyond 
  reason, a tendril of darkness detaches itself from the shadow 
  and extends itself toward you. As it is about to touch you, a 
  second shadow as black as the deepest mine forms between you 
  both, blocking the progress of the first. A mighty struggle seems 
  to be taking place as the two creatures of darkness struggle 
  against one another. 
   
  Suddenly you hear a woman’s voice. It is as if she is 
  standing behind you. “Join me” she whispers “I cannot hold 
  your enemy at bay much longer…he is very strong.” 
   
  As she finishes speaking there is a sudden rushing sound 
  as the darkness implodes about you and you awake with a jolt 
  in your bedroll. 
   
  Dream Two 
  Sorcerers experience this dream during their second 
  night in the frozen lands. 
   
  A beautiful woman. A smoldering crater into which the sea is 
  pouring. The feel of the wind through your wings. The 
  exultation of the hunt and the kill. Hooded and cowled men, 
  their faces obscured kneeling in worship before you. The feeling 
  of power springing from toying with your victim. The blue sky. 
  The face of your father as you rend his body apart.  
   
  These 
  feelings 
  and 
  images 
  flash 
  through 
  your 
  consciousness one after another in a bewildering barrage of 
  alien sensations. 
   
  Darkness. Sleep. Relief. 
   
  Dream Three 
  Sorcerers experience this dream during their third night 
  in the frozen lands. 
   
  With a shout the mass of warriors moves forward. Beyond 
  them, clustered in a narrow, steep-sided valley stands a phalanx 
  of heavily armored dwarven warriors who roar at their 
  approach. The human warriors respond in kind. Crossbow 
  bolts tear through their ranks but still they come, driven as if 
  the very devils of hell are on their heels! With a mighty crash 
  the two armies collide; the dwarven line wavers, but stands 
  firm. 
   
  Soon the dead carpet the ground in front of the dwarven 
  line. Hundreds lie dead and dying but still the orgy of slaughter 
  continues.  
   
  As all looks to be lost a great exultation from above brings 
  a momentary pause in the fighting. Above the two armies 
  circles a great red-hued wyrm. As you watch it dives toward the 
  struggle and opens its jaws. 
   
  You awake, the sounds of combat still ringing in your 
  ears… 
   
  Divination Magics 
  It is possible that the PCs will resort to a variety of 
  divination magics during this adventure to gain more 
  clues regarding the frozen lands of Icespire. 
   
  Low-level divinations such as augury can be handled 
  by the DM utilizing information already found within 
  the relevant encounter text; however several higher-level 
  spells require more information to deal with properly. 
   
  Contact other plane: This spell allows the caster to ask 
  questions and to receive short, one-word answers. 
  Possible questions may include: 
   
  Q: Is Tiamat somehow involved with Icespire? 
   
  A: Yes. 
   
   
  Q: Is the condition of Icespire her fault? 
   
  A: Possibly. 
   
   
  Q: Will we meet similar creatures to those 
  encountered in the chamber of the globe (in COR3-01 The 
  Hidden Fortress)? 
   
  A: Yes. 
  
  COR4-16 The Frozen Spire 
   
  Page 7 
   
  Divination: Casting this spell gains the following 
  cryptic reply:  
   
  “The utter ruination of a culture lurks before you. Destruction, 
  madness and eternal servitude await. Great knowledge but also 
  great peril will be yours.” 
   
   
  Legend lore and vision: If the PCs cast these spell 
  anywhere in the lands of Icespire relate to them the 
  following lore.  
   
  “One dwells beneath the Dreaming Hills. One traveled toward 
  the setting sun to be warded by the progeny of wicked 
  Caerdiralor. One was hidden deep in Gyrtulyndarrath. One 
  languished deep in the earth. Of the final and greatest only 
  mystery remains.” 
   
   
  True seeing: If this spell is cast anywhere within the 
  bounds of Icespire it functions as normal. However, in 
  addition to the spell’s normal affect the caster also 
  observes writhing tentacles of black and gray emerging 
  from everything but himself and his companions. 
   
  INTRODUCTION 
  When the players are settled around the table and the 
  DM has answered any initial questions they might have 
  read or paraphrase the text below.  
   
  Display DM’s Map 1: The United Kingdom of Ahlissa and 
  the Naerie Compact after reading the following: 
   
  Word has reached you through a circuitous route that 
  adventurers are needed in the United Kingdom of Ahlissa. This 
  is nothing new but traders of the Royal Guild of Merchants of 
  Aerdy carrying rumors of fabulous wealth for the taking 
  whispered the name of one of the most infamous adventuring 
  sites in the lands of the former Great Kingdom! 
   
  Icespire!  
   
  It seems that political events have once again thrust the 
  damned lands of Icespire back into the light. After many years 
  of vicious warfare between the Scarlet Brotherhood and Free 
  State forces on the Dragonshead Peninsula, Szek Destron of 
  Onnwal has been forced to seek outside aid. While the Free 
  City of Irongate recognizes Jian’s government and his claim to 
  Onnwal’s throne it has offered no tangible aid except for the 
  resumption of trade. Of all the nations of the Iron League only 
  the Kingdom of Sunndi yet stands with Onnwal. However, 
  Sunndi possesses no seaport of her own and cannot move troops 
  to Onnwal without passing through the United Kingdom.  
   
  It was therefore greeted with some surprise throughout the 
  Flanaess when the United Kingdom of Ahlissa announced that 
  it had entered into an alliance with the Free State of Onnwal 
  and the Kingdom of Sunndi. The new alliance, heretofore 
  known as the Naerie Compact has the agreed purpose of 
  eradicating the followers of the Scarlet Sign from the lands of 
  the Dragonshead and with opening up trade between the 
  signatories. 
   
  Given these developments the United Kingdom needs to 
  secure the westerly sea lanes of the Gearnat and Relmor Bay to 
  minimize Brotherhood attempts to disrupt its shipping. Icespire 
  stands at a strategic spot; possession of it would allow Ahlissa to 
  control access to Dunhead Bay. Thus, the call for brave and 
  skilled adventurers has gone out: come to Icespire by way of 
  Trennenport and end whatever devilry holds the land in its 
  grip. 
   
  Given the above, it is highly likely that the PCs will want 
  to gain more information about Icespire and the political 
  events that draw them to Ahlissa. Successful Gather 
  Information or Knowledge (Local -- Splintered Sun 
  metaregion) checks uncovers a variety of information 
  dependant on the achieved DC. Consult the table below 
  and impart the relevant knowledge to the PCs (including 
  any information that would be uncovered with an easier 
  check).  
   
  Gather Information and Knowledge (Splintered Sun)  
  checks 
  Check
  Information 
  5 
  Icespire is famous throughout the central 
  Flanaess. Travel there is extremely arduous 
  without 
  arcane 
  or 
  divine 
  protection. 
  Temperatures are so low that even the hardiest 
  of men with the best mundane protections are 
  dead from exposure within a day. 
  10 
  The name of the alliance between the United 
  Kingdom of Ahlissa, the Free State of Onnwal 
  and the Kingdom of Sunndi is the Naerie 
  Compact. It provides for the transportation by 
  the Imperial Fleet of a Sunndian army to 
  Onnwal. In return Onnwal and Sunndi have 
  recognized Ahlissa’s right to the lands of Idee 
  in perpetuity. While many see this as a 
  shocking betrayal others are more pragmatic 
  commenting that without the agreement 
  Onnwal is almost certainly lost. 
   
  Knowledge (arcana), Knowledge (Splintered Sun), 
  Bardic Knowledge checks 
  Check
  Information 
  10 
  Icespire is famous throughout the Central 
  Flanaess. Travel there is extremely arduous 
  without 
  arcane 
  or 
  divine 
  protection. 
  Temperatures are so low that even the hardiest 
  of men with the best mundane protections are 
  dead from exposure within a day. 
  15 
  The lands now known as Icespire dominates 
  the promontory of Kalinarn. A single village 
  surrounding the lighthouse perched on the 
  cliff edge. All its inhabitants were slain in the 
  magical catastrophe. 
  20 
  The magic that destroyed the land also terribly 
  warped inhabitants of the surrounding area 
  changing them into terrible monstrosities. 
  20 
  It is rumored that the mage tending the 
  lighthouse uncovered something in the sea 
  caves below the lighthouse and that while 
  investigating it he made a terrible mistake that 
  resulted in the destruction of the surrounding 
  lands. 
  25 
  Madness made flesh lurks within the lands of 
  
  COR4-16 The Frozen Spire 
   
  Page 8 
  Icespire. 
   
  Given the information that the PCs will probably 
  uncover regarding Icespire they will undoubtedly want 
  to purchase magical protections if they cannot provide 
  them for themselves. 
   
  No matter how the PCs reach Trennenport they 
  have the opportunity to purchase the following items on 
  route, either during one of the scheduled stops of their 
  vessel or in Trennenport itself.  
  � Potion of endure elements (CL 1st; Brew Potion, 
  endure elements; Price 50 gp). 
  � Wand of endure elements (CL 1st; Craft Wand, 
  endure elements; Price 750 gp). 
  � Scroll of endure elements (CL 1st; Scribe Scroll, 
  endure elements; Price 25 gp). 
   
  Once 
  the 
  PCs 
  have 
  discovered 
  any 
  additional 
  information and purchased any magical items they need 
  describe their journey to the United Kingdom. It should 
  be noted however that the text below is generic and 
  should be modified depending on where the characters 
  are traveling from. For example PCs traveling from 
  Keoland will undoubtedly take a different route to 
  Icespire than those traveling from the City of Greyhawk. 
   
  Sailing from the Free City of Greyhawk your journey aboard 
  the Sea Star took several weeks. Stopping first to take on 
  supplies at Hardby the Sea Star, flying the colors of the Royal 
  Guild of Merchants of Aerdy, made full sail for Trennenport. 
  Passing the rocky, granite peaks of the Abbor-Alz and the 
  blisteringly hot lands of the Bright Desert to port the next 70 
  leagues are spent dodging several pirate vessels sailing from 
  Blue and Highport and roving Brotherhood vessels attempting 
  to enforce their blockade of the Gearnat. 
   
  Without notable incident the Sea Star eventually reached 
  the southern Abbor-Alz. Holding station over the horizon the 
  Sea Star, is met by an Ahlissan warship, the Indefatigable, 
  which escorts you to Trennenport. 
   
  If the PCs missed getting any additional information 
  during the initial introduction they can talk to some of 
  the crew. Any member of the crew can tell the PCs the 
  basic legend behind Icespire (of course laced with 
  superstition and wild fallacies). They can reveal any 
  information that could be revealed by a DC 10 Gather 
  Information or Knowledge (Splintered Sun) check. 
   
  However, if the PCs wish to gain any more specific 
  information they must talk to the captain, Remannen, or 
  Koshandin, a priest of Zilchus and member of the Royal 
  Guild of Merchants of Aerdy.  
   
  �Remannen 
  (LE 
  male 
  human 
  Ftr4/Exp3; 
  Knowledge [Local—Splintered Sun metaregion] +5, 
  Profession [sailor] +10). 
   
  Appearance: Typically Oeridian, Remannen is deeply 
  tanned—a legacy of years spent on the open waters. He is 
  a muscular man. His long plaited hair is auburn in color 
  while his eyes are a light gray in hue. He has an oval face 
  and a strong jaw line, although this is hidden behind a 
  closely cropped beard. 
   
  Personality: A cunning seaman and experienced 
  captain, Remannen has a black heart but is basically 
  honorable. He has been contracted to transport the PCs 
  to Trennenport and he will do so, although if the party 
  seems physically weak he will treat the party with distain. 
   
  �Koshandin (LN male human Clr8 – Zilchus; 
  Knowledge [Local—Splintered Sun metaregion] +6, 
  Knowledge [religion] +12, Profession [merchant] +10, 
  Sense Motive +12 ). 
   
  Appearance: An oddity for an Oeridian, Koshandin 
  has jet-black hair and dark brown eyes. He is over 6 feet 
  tall  and very thin. 
   
  Personality: Standoffish unless he senses gain from an 
  encounter, Koshandin is well traveled, having visited 
  most ports of note on the Gearnat and Azure seas. He can 
  relate any of the information above regarding Icespire if 
  he is approached in the correct fashion. A devout man, he 
  calls upon Zilchus (The Great Guildmaster) often when 
  in conversation with the PCs. 
   
  Familiars and Animal Companions 
  Remannen does not mind if PC wizards and sorcerers 
  bring their familiars onboard and although cautious of 
  normal animal companions such as wolves and bears he 
  also allows them onboard without too much hassle. Dire 
  creatures however must be on a stout leash for the 
  duration of the voyage. Any creature bigger than Large 
  size is refused access onto the Sea Star. 
   
  Once the PCs have introduced themselves to each 
  other and have made any initial preparations they deem 
  necessary continue to Encounter 1: Trennenport. 
   
   
   
  ENCOUNTER 1: 
  TRENNENPORT 
  Play commences here after the PCs have played through 
  the Introduction and the DM has answered any 
  questions or queries that the players might have. For 
  more information regarding Trennenport refer to 
  Appendix 10: Trennenport At A Glance. 
   
  Read or paraphrase the following: 
   
  For some time the thick granite walls and towers of 
  Trennenport’s formidable defenses have been visible from the 
  deck of your vessel. As you draw closer you can see that this 
  naval base of the United Kingdom of Ahlissa is very busy. 
  Several galleons lie at anchor behind the port’s stout 
  breakwater and everywhere the docks are seething with 
  activity. Pennants bearing the nightingale device of the United 
  Kingdom flutter from many of the vessel’s masts and from the 
  town’s defenses.  
   
  The sounds of commerce reach your ears as your ship 
  enters the inner harbor and docks at a free jetty. Ropes are 
  flung over the side and the anchor rattles free as seaman make 
  fast their vessel.  
   
  As one you realize that your long journey has come to an 
  end. 
   
  
  COR4-16 The Frozen Spire 
   
  Page 9 
  There is little to do here but leave the Sea Star and explore 
  Trennenport. As the PCs are leaving the vessel, 
  Koshandin suddenly spots someone in the crowd and 
  shout to the PCs. Read or paraphrase the following: 
   
  “Hold there a moment brave adventurers. One comes through 
  the crowd who would have words with you.” 
   
  If the PCs wait then read or paraphrase the following. If 
  they ignore Koshandin’s request modify the text below so 
  that Haragern catches up with them in the crowd. 
   
  The docks are busy. As you await the arrival of the one spoken 
  of by Koshandin you take a moment to take in the scene before 
  you. As you noted before the docks are busy. Many ships are 
  being loaded and off-loaded; trade goods of many descriptions 
  flow through the docks area either on the back of wagons or 
  carried by stout laborers sweating in the cool morning air.  
   
  Many flags and pennants flutter from the walls of towers 
  of this town. One design in particular appears almost as much 
  as the nightingale device of the United Kingdom. Set on a red 
  background a mailed fist grasps six barbed arrows. As you 
  ponder this, a stout man of obvious Oeridian descent shoulders 
  his way through the throng. Dressed in fine robes he seems to be 
  breathing heavily – perhaps he is not used to such exercise?  
   
  The man speaks: “Greetings travelers and greetings 
  Koshandin. Are these the ones your spoke of in your missive? “ 
   
  “They are indeed Haragern,” replies your traveling 
  companion. 
   
  “Excellent!” He turns to you all and continues: “Well don’t 
  just stand there, grab your gear and follow me.” 
   
  Once the PCs have indicated they will follow Haragern, 
  Koshandin bids them farewell, saying he has business to 
  attend to with Captain Remannen. Followers of Zilchus 
  or members of the Royal Guild of Merchants of Aerdy 
  receive a particularly warm welcome from the priests. 
   
  Proceed to The Quest below. 
   
  �Haragern: LN male human Clr6 – Zilchus; 
  Diplomacy +12, Knowledge (Splintered Sun) +6, 
  Profession (merchant) +8. 
   
  Appearance: A stout man of obvious Oeridian origin. 
  His oval-shaped face radiates honesty and trust. Haragern 
  prefers to dress in ostentatious finery and is never 
  without his walking cane.  
   
  Personality: An affable fellow, Haragern is often 
  found at the center of great debates. A wise trader he has 
  built up a small reputation for himself among the folk of 
  this town as a man of integrity and honesty. He enjoys 
  good wine and food and the provision of either (or both) 
  wins him over as a friend. 
   
  Religion: Followers of Heironeous automatically 
  recognize the gauntlet and arrows device as that 
  belonging to Hextor known as the Scourge of Battle and 
  Champion of Evil. Other PCs must succeed at a DC 10 
  Knowledge (religion) check or an Intelligence to know 
  this. A further DC 15 Knowledge (religion) check reveals 
  that the PCs know that the worship of Hextor (along 
  with that of Zilchus) is widespread throughout Ahlissa. 
  This could, of course, cause some discomfort for 
  followers of Heironeous, who is Hextor’s brother and 
  archrival. Such individuals receive more than the normal 
  amount of disdain and insults. They are however under 
  the protection of the Royal Guild of Merchants of Aerdy, 
  itself backed by the one priesthood with more power 
  throughout the kingdom that Hextor: that of Zilchus. 
  Thus, they will remain physically unharmed, though 
  Hextorites will do their best to besmirch the honor and 
  pride of their archrivals. 
   
  The Quest 
  Once the PCs have made the acquaintance of Haragern 
  he leads them through the busy thoroughfares of 
  Trennenport to the temple of Zilchus where he explains 
  the quest in more detail.  
   
  Your guide leads you through the busy but austere streets of 
  Trennenport. This is obviously a military town, with almost 
  half the men and many of the women wearing the arms of the 
  United Kingdom of Ahlissa. The streets are well patrolled and 
  hardly any beggars or other idle street denizens seem to be 
  permitted. Few stalls stand on the thoroughfares of 
  Trennenport with only an occasional hot meat and pastries 
  vendor plying his trade among the populace.  
   
  Although austere, you are just remarking to one of your 
  companions that Trennenport seems like any other small 
  imperial town until your heart literally skips a beat!  
   
  Without conscious thought your sword hand flashes to 
  your scabbarded weapon because coming down the street, 
  actively avoided by the normal inhabitants of the town and 
  guarded by at least a dozen plate-clad burly guardsmen, stalks a 
  huge four-armed scaly humanoid. Its stands at least seven feet 
  tall and is impressively muscled; its hands end in wicked 
  looking claws. Its mouth is full of sharp fangs and it has a long 
  tail ending in a curved fin. Fins run up and down its dark 
  green, scaled arms, back and head. It is naked except for some 
  kind of webbing harness from which various pouches hang. 
   
  Allow the PCs to react. Any elven PC or a PC that has 
  faced sahuagin before are able to automatically identify 
  this as a mutant, four-armed sahuagin. Other PCs will 
  have to succeed at a DC 15 Knowledge (nature) check or 
  Intelligence check to identify this creature. It is likely 
  that the PCs may attempt to interact with this individual 
  in some way, but it ignores all attempts to converse with 
  the PCs. It does react to elves though. As it passes it emits 
  a hiss along with a long stream of curses and dire threats. 
  Attempts to reach or attack the creature the creature fail. 
  Its guards do not permit anyone to close with it and 
  Haragern attempts to prevent any combat here. 
   
  Troubleshooting: If combat does break out, the 
  adventure may be over—do not bother to run the 
  combat. The PCs survive of scuffle, but they are 
  ultimately forced to flee the town.  
   
  If they wish to continue their explorations of 
  Icespire they may, but they are unable to gain any more 
  knowledge 
  from 
  Haragern 
  or 
  the 
  populace 
  of 
  Trennenport. If the PCs think to try however they can 
  discover some of the information listed above in the 
  Gather Information section in several of the smaller 
  
  COR4-16 The Frozen Spire 
   
  Page 10 
  villages closer to the bounds of Icespire. (Only relate 
  information gained by a DC 15 or less Gather 
  Information check). However, almost without exception 
  these folk are provincial and are prone to over-
  exaggeration and doom-saying.  
   
  If the PCs however elect to follow the sahuagin and 
  his escort it is an easy matter to follow them back to the 
  docks. Once at the docks the sahuagin dive into the sea 
  and disappear from sight. If the PCs ask Haragern, for 
  information about the sahuagin he begs them to come to 
  the temple, only within its safe confines will he answer 
  all their questions. 
   
  Once the PCs continue their journey to the temple 
  read or paraphrase the following 
   
  After perhaps only ten minutes you reach a large building, 
  surely the most decorated and lavish structure in the whole 
  town. Named the Guildmaster’s Chapel this place is anything 
  but a chapel. Wealth literally drips from the place. Highly 
  polished marble floors predominate through and the walls are 
  covered with ornate and obviously expensive tapestries. Even 
  the ceilings are decorated; many featuring complicated 
  paintings showing the worshippers of Zilchus receiving much 
  bounty from their works.  
   
  Haragern is received by a well-dressed acolyte who ushers 
  you through a succession of well-appointed chambers to a small 
  stoutly banded door toward what you think would be the rear 
  of the temple.  
   
   
  Troubleshooting: It is possible that some PCs may 
  want to investigate the mystery of the sahuagin in the bay 
  in more detail. Haragern does his best to dissuade the 
  PCs from this course of action explaining that he will 
  answer all their questions at the temple. If the PCs wish 
  to wander about Trennenport improvise encounters 
  using the information found in Appendix 9: Trennenport 
  At A Glance. 
   
  Once PCs have exhausted the opportunities detailed 
  herein proceed to Encounter 2: The Conclave. 
   
   
  ENCOUNTER 2: 
  THE CONCLAVE 
  This encounter follows directly on from Encounter 1: 
  Trennenport. Followers of Zilchus or members of the 
  Royal Guild of Merchants of Aerdy receive a particularly 
  warm welcome from the priests. 
   
  Haragern knocks on the door before you and after a brief wait 
  opens it to reveal a small intimate chamber beyond. This 
  chamber has a more personal feel to it than the imposing 
  grandeur of the previous rooms but is no less well furnished 
  and decorated.  
   
  The main feature of this room is a large, gold-guilt desk 
  behind which sit a rapier-thin Oeridian man clad in fine robes, 
  which seem to overwhelm the man inside. His muddy blond 
  hair is thinning but he none-the-less appears to be a man of 
  some importance. 
   
  “Ah, Haragern, my heart is gladdened by your return,” 
  begins the man, “who have you brought with you?” 
   
  “I have brought brave adventurers my lord” replies 
  Haragern “people who are brave enough to explore Icespire. My 
  friends, this is Remmannen the head of our order in 
  Trennenport. Please, introduce yourselves.” 
   
  Once the PCs have introduced themselves, continue: 
   
  “It is indeed good to meet you all. As Haragern has said, I am 
  known as Remmennen and I have a problem that I need help 
  with. I am sure you have heard of Icespire and I am also sure 
  you have no doubt heard various outlandish rumors about the 
  terrors that lurk within its frigid bounds. I am in need of a 
  group of stouthearted individuals; brave enough to enter 
  Icespire and to somehow reverse the foul magi c of the place. 
  What say you? 
   
   
  �Haragern: LN male human Clr6 – Zilchus; 
  Diplomacy +12, Knowledge (Local—Splintered Sun 
  metaregion) +6, Profession (merchant) +8. 
   
  Appearance: A stout man of obvious Oeridian 
  heritage. His oval-shaped face radiates honesty and trust. 
  Haragern prefers to dress in ostentatious finery and is 
  never without his walking cane.  
   
  Personality: An affable fellow, Haragern is often 
  found at the centre of great debates. A wise trader he has 
  built up a small reputation for himself among the folk of 
  this town as a man of integrity and honesty. He enjoys 
  good wine and food and the provision of either (or both) 
  wins him over as a friend. 
   
  �Remmannen: LN male human Clr11 – Zilchus; 
  Diplomacy +19, +Knowledge (Splintered Sun +9, 
  Knowledge (religion) + 16, Profession (merchant) + 12. 
   
  Appearance: A wafer thin fellow, Remmannen 
  appears to have suffered from some terrible kind of 
  wasting disease. His once thick blond hair has thinned 
  considerably. His eyes however still hold a spark of 
  youthful vigor particularly when he is haggling or 
  making a trade. 
   
  Personality:  A cunning fellow, Remmannen is also an 
  accomplished diplomat equally at home in a marketplace 
  or palace. He suffers however from a bad case of halitosis 
  and will attempt to keep the PCs at a distance (which can 
  make him seem standoffish and distant). A driven man, 
  Remmannen is constantly in motion and is given to 
  pacing up and down when expounding upon a point of 
  import. 
   
  At this point it is highly probable that the PCs have 
  many questions for Haragern and Remmannen. Below 
  are listed a number of probably questions and their 
  answers.  
   
  Q: Why do you want us to do this? 
  A: Before it was destroyed the village of Kalinarn and its 
  attendant lighthouse were a vital link in the South 
  Province’s control of the south portion of Relmor Bar and 
  Dunhead Bay. With the signing of the Naerie Compact 
  the United Kingdom of Ahlissa needs to cement its 
  control of the strategically vital waters of Dunhead Bay so 
  
  COR4-16 The Frozen Spire 
   
  Page 11 
  that the shipping lanes between Killdeer (capital of 
  Onnwal) and Prymp remain open. In this way Ahlissa 
  can guarantee a goodly supply of the material needed by 
  the rebel forces fighting in Onnwal. 
   
  Q: What is the Naerie Compact? 
  A: The Naerie Compact is a historic agreement between 
  the United Kingdom of Ahlissa, the Kingdom of Sunndi 
  and the Free State of Onnwal. The terms of the compact 
  are well known. In return for Onnwal and Sunndi 
  recognizing Ahlissa’s rights to the lands of Naerie, the 
  United Kingdom will furnish aid to the rebels in their 
  struggle against the followers of the Scarlet Sign. In 
  addition the treaty provides for the establishment of 
  trading missions by the Royal Guild of Merchants of 
  Aerdy in Onnwal and Sunndi. Sunndian and Onnwallon 
  merchants may also begin to set up similar missions 
  within the United Kindgom. 
   
  Q: Where can we find more information regarding 
  Icespire? 
  A: The mage Lynerden was a compulsive note-taker and 
  diarist. Some of his writings may yet survive in his 
  personal quarters within the Sailor’s Light (the Icespire). 
   
  Q: What will we find within the lands of Icespire? 
  A: Of this I am not certain; few people have walked there 
  and returned with their sanity. Old stories told by the 
  few survivors of Chelor’s incursions into the place speak 
  of creatures made whole from madness and the 
  supernatural and intense cold of the place. Subsequent 
  investigations have also discovered that the cold is so 
  intense in the area that only those with arcane or divine 
  protections can hope to survive for any length of time. 
   
  Q: Who was Chelor? 
  A: Chelor was the Graf of South Province, the state from 
  which the United Kingdom of Ahlissa was derived. It 
  was part of the Great Kingdom and spent much time 
  warring with the Iron League. 
   
  Q: What of the Sahuagin we saw? 
  A: The wizard Bortwimm has made an alliance with those 
  foul water dwellers. A small colony dwells under the 
  waters of the harbor; rumor has it they live in some 
  ancient submerged ruin that Bortwimm has an interest 
  in. Several years ago they were seen carrying a succession 
  of strange rune-graven plaques and other unidentifiable 
  things to Bortwimm’s tower.  
   
  Q: Can we/should we investigate this? 
  A: No. Bortwimm is the appointed ruler of Trennenport 
  to meddle in his affairs would be foolish (and likely fatal). 
   
  Q: What’s in it for us? 
  A: A free Onnwal and a defeated Brotherhood, that’s 
  what! Additionally, you will find me not an ungrateful 
  employer; you may keep anything of value you find 
  within Icespire and I will reward you handsomely if you 
  are successful. (note: Remmannen is a cautious man and 
  will seek to speak in generalities regarding the PC’s 
  rewards). 
   
  In addition Remmannen knows all the information and 
  rumors presented in the Introduction. If the PCs have 
  not discovered it all there he will impart any pieces they 
  have missed. 
   
  Special Missions 
  It is possible that some of the PCs present at the table 
  may have been given special missions by one of a variety 
  of meta-organizations. In the main the information 
  required by the organization can be gained by spending 
  some time wandering the docks and examining the 
  defenses of the town. In addition the PC will 
  undoubtedly find many off-duty soldiers in one of the 
  many taverns in the town whose tongue can be loosened 
  by plentiful (and free) ale. Specific questions are only 
  answered on a successful DC 15 Gather Information. A 
  DC 10 Gather Information check grants the PC 1d4 of 
  the rumors detailed in Appendix 9:  Trennenport at a 
  Glance. All PCs are treated as Indifferent by the general 
  populace. 
  Followers 
  of 
  Heironeous 
  who 
  are 
  demonstrably such (displaying holy symbols etc.) 
  however suffer an Unfriendly reaction. 
   
  Town Defenses: Trennenport is protected to 
  landward by stout walls ably manned by well-trained 
  Ahlissan soldiers backed-up by significant numbers of 
  well-trained and well-equipped Hextorites. 
   
  The Harbor: The harbor is well defended. As well as 
  the various keeps and other fortifications ringing it a 
  squadron of five Imperial Ahlissan warships is based 
  here. At any given time two of these vessels will be 
  patrolling the coastline or participating in specific escort 
  duties. The other vessels protect the harbor and carry out 
  inspections of incoming and outgoing vessels. Vessels (all 
  caravels) based here include, Revenge, Indefatigable, 
  Glorious, Invincible and Terror. 
   
  The Sahuagin: As best can be determined there are 
  about six score of these creatures dwelling within the 
  harbor. They have little to do with the regular defenders 
  of the town, answering only to Bortwimm and his 
  apprentices. Rumors about the sahuagin are legion 
  within Trennenport but little certain fact is known. They 
  did indeed carry some strange, algae-covered runic stones 
  to Bortwimm’s tower almost two decades ago. What 
  became of these blocks is unknown. The sahuagin are 
  lead by a mutant, four-armed warrior of great skill and 
  cunning. 
   
  Development: Once the PCs have exhausted the 
  role-playing opportunities of Trennenport continue with 
  Encounter 3: Entering The Frozen Lands. 
   
   
  
  COR4-16 The Frozen Spire 
   
  Page 12 
  ENCOUNTER 3: 
  ENTERING THE FROZEN 
  LANDS 
  This encounter follows directly on from Encounter 2: 
  The Conclave. If the PCs have wandered around 
  Trennenport to gain more information improvise this 
  utilizing the information found in Appendix 9: 
  Trennenport at a Glance. 
   
  During this encounter refer to DM’s Map 2: 
  Trennenport and Icespire. 
   
  Trennenport lies roughly 40 miles from the 
  boundaries of the frozen lands surrounding Icespire. 
  Thus, by foot the journey will take a day and a half (or 
  two days if the group has Small size PCs within it). 
  Mounted parties will be able to travel the distance in a 
  little over a single day.  
   
  Read or paraphrase the following: 
   
  Trennenport now lies some miles behind you. Although an 
  important naval base for the United Kingdom of Ahlissa and 
  an important link in the passage of goods to the west it is a 
  dreary place dominated by Hextorites who continually struggle 
  with the followers of the Great Guildmaster for political 
  dominance of the place. 
   
  Since leaving Trennenport you have followed a coastal 
  road that shows much sign of neglect. Although some travel 
  obviously does still use this route it has obviously fallen on hard 
  times. 
   
  You pass a few ramshackle villages but these are 
  unremarkable depressing affairs; the peasants are tedious, what 
  fare is to be had is lackluster and tasteless and the lord’s 
  retainers uniformly rude and abusive. 
   
  Fleeing such dubious hospitality as quickly as you are able 
  you make your way westwards to the forsaken lands of Icespire.  
   
  There is hardly any traffic on the road and your nights 
  pass without incident. Precious few trees manage to grow in 
  this windswept place, those that managing to gain purchase 
  here among the salt-laced earth being unhealthy, leafless 
  affairs. Sedge grass and low, thick sprawling bracken and gorse 
  bushes predominate slowing travel off the beaten track to a 
  crawl. 
   
  If time permits the DM should improvise general details 
  about the PC’s journey. While they encounter no one of 
  note on their journey they see game and the occasional 
  deer. Sea gulls and other birds follow the party’s progress 
  and dog the PCs when they camp for the night. 
  Invertebrate scavengers seek to make off with any scraps 
  of food the party discards. Particularly brave birds may 
  even attempt to steal food from the hands of Small size 
  PCs. 
   
  After the PCs leave the last village before Icespire 
  they encounter no one. Here the track is almost 
  completely overgrown. Read the following: 
   
  After leaving the last sorry excuse for a village before Icespire 
  what was a badly maintained road degenerates almost 
  completely, becoming little more than a track. The virulent and 
  hardy gorse bushes that abounds here threatens to completely 
  overwhelm the road and in places you must hack your way 
  through.  
   
  Allow the PCs to make any final preparations they may 
  deem necessary. When the PCs indicate that they are 
  ready to enter the frozen lands of Icespire read the 
  following: 
   
  Your travel from Trennenport was relatively easy. Ahlissa is a 
  civilized land and banditry is almost non-existent due to the 
  nation’s harsh laws.  
   
  Civilization (and perhaps the rationale rule of the Oerth 
  Mother) however ends several hundred yards ahead of you. 
   
  A great white arch cuts across the grasslands through 
  which you have been traveling. Up to that point the terrain is 
  as you would expect, although it is a little cool here. However 
  beyond that hemisphere different laws reign. The ground is 
  blanketed in deep snow, banked by the winds blowing in from 
  the sea. Clouds hang thickly overhead and visibility is poor. 
  The low shrubs and bushes common here have been eradicated; 
  dead from the intense cold or buried under a chill blanket of 
  death. 
   
  As you get closer a strange electric tingle seems to course 
  through the air, causing you an involuntary shiver. 
   
    
  It should be obvious to even the most unobservant PC 
  that they have arrived at the boundaries of the frozen 
  lands. Normal travel beyond here is impossible. Similarly 
  PCs crossing into the frozen lands without arcane 
  protections will swiftly die. For more information refer to 
  Appendix 5: Fighting in Ice and Snow. 
   
  No force stops the PCs from crossing the threshold 
  and entering the frozen lands although anyone doing so 
  will immediately start to feel the effects of the weather 
  and low temperatures. 
   
  Once someone steps through the barrier read the 
  following: 
   
  Bravely you step over the threshold into a frozen landscape. 
  Immediately you sink calf-deep into the snow and your 
  movement slows to a crawl. Looking back over you shoulder 
  you can clearly make out your companions ready to leap to 
  your assistance. Nothing however assails you. 
   
  You draw your first breath and as you exhale it instantly 
  freezes, seeming to almost hang in the air. It is cold here; very 
  cold. Even with your magical protections you can still feel a 
  subtle chill deep within your bones that seems to reach into 
  your very soul. You realize that travel here without such 
  protections would be foolhardy at best. 
   
  There is nothing to stop PCs crossing and re-crossing the 
  threshold into the frozen lands. While they are in this 
  border area none of the denizens of the lands assault 
  them.  
   
  Movement in the Frozen Lands 
  The Icespire itself and the caverns beneath it are located 
  on a rocky promontory roughly fifteen miles from the 
  boundary of this land. Thus, reaching it is difficult for the 
  
  COR4-16 The Frozen Spire 
   
  Page 13 
  PCs who have to slog through miles of snow and ice 
  while fighting off the strange creatures that inhabit this 
  place. It is highly likely that the PCs will have to spend at 
  least one night in the Frozen Lands. Unless the PCs 
  bestow arcane protections upon their mounts they are 
  forced to trudge through the snows themselves as their 
  mounts succumb to the frigid conditions.  
   
  If the PCs hit upon trying to sail up the coast they 
  will be unable to find a ship captain willing to brave the 
  strange currents, floating ice bergs and unpredictable 
  weather. PCs able to fly are able to bypass some of the 
  encounters of this land. 
   
  The table below details PCs movement rate through 
  the lands of Icespire and includes all relevant penalties 
  for difficult terrain. Note, unless the encounter text 
  specifically allows running or movement, PCs (and some 
  of their foes) are unable to execute that kind of 
  movement (including charging). 
   
   
   
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft. 
  One Round 
   
   
   
  Walk 
  5 ft. 
  10 ft. 
  15 ft. 
  20 ft. 
  One Minute 
   
   
   
  Walk 
  75 ft. 
  100 ft. 
  150 ft. 
  200 ft. 
  One Hour 
   
   
   
  Walk 
  ¾ mile 
  1 mile 
  1.5 miles 
  2 miles 
  One Day 
   
   
   
  Walk 
  6 miles 
  8 miles 
  12 miles 
  16 miles 
   
  Once the PCs have made any final arrangements they 
  deem necessary and have set a marching order continue 
  onto Encounter 4: Into the Frozen Lands. 
   
   
  ENCOUNTER 4: 
  INTO THE FROZEN LANDS 
  This encounter follows directly on from Encounter 3: 
  Entering the Frozen Lands. This encounter can take place 
  at a time and place of the DMs choosing. In this instance 
  it might be necessary to modify the read aloud text to 
  take into account the PCs route through the Frozen 
  Lands. This encounter should take place before the PCs 
  find the ruins of Kalinarn. 
   
  Due to the freeform nature of this encounter it is 
  possible that the PCs may fight the foes detailed below 
  literally anywhere in the frozen lands. Modify the 
  situation and description you give based on the time of 
  day and the terrain features nearby.  
   
  Daytime 
  The PCs will likely do much of their explorations during 
  the daylight hours. They are greeted by an endless 
  succession of snowdrifts, ice sheets, and abandoned 
  farmsteads. Nothing living dwells here and there is a 
  total absence of animal tracks. Even birds do not fly in 
  the skies above the frozen lands. 
   
  Trudging onwards through a seemingly endless succession of 
  snowdrifts going here is slow. Nothing seems to have survived 
  the curse that destroyed these lands decades ago. Occasionally 
  you come across an abandoned farmstead or other sign of 
  previous inhabitation but in the main this place is a desolate 
  wasteland. In some ways this place reminds you of a desert. 
   
  If the PCs wish to explore any of the abandoned 
  farmsteads they encounter refer to Encounter 5: The 
  Ruins of Kalinarn for more information regarding their 
  construction (and current condition). Nothing of interest 
  will be found therein. 
   
  Nighttime 
  At nighttime read aloud or paraphrase the following text 
  taking into account the PC’s location and actions. 
   
  At night it is even colder in the frozen lands. What little respite 
  is granted to these accursed lands by Pelor is lost as he passes 
  below the horizon. As darkness descends the pale light of one of 
  the moons—you cannot tell which—penetrates the perpetual 
  clouds that gather to give some small illumination. At night, 
  the land takes on a kind of serene, peaceful but stark beauty. 
  Nothing moves across the snowscape except the occasion snow 
  devil whipped up by the breezes still coming off Relmor Bay. 
   
  Take note of the PC’s watch rotation and any special 
  defense they set up (such as sleeping in a rope trick). If the 
  party is hidden from view at night then the will-o’-wisps 
  do not attack them. If however even one PC is visible the 
  creatures will attack driven mad by their dual natures. 
   
  Madness Strikes! 
  In this encounter the PCs are attacked by some of the 
  denizens of the frozen lands. This encounter can happen 
  at any point during the PC’s exploration of the frozen 
  lands except when they are in the ruins of Kalinarn, the 
  Slippery Stair, the Icespire or the Hidden Shrine of 
  Gyrtulyndarrath.  
   
  These creatures prefer to attack during the night 
  when the darkness allows them full use of their many 
  and varied powers. If however the DM feels that the 
  party is particularly weak, or have been exceptionally 
  unlucky so far, he may set this encounter during the day. 
   
  Modify the following text dependant on when the 
  will-o’-wisp attack the party: 
   
  A single luminescent ball of faintly glowing ball of white light 
  wreathed in black tentacles speeds with preternatural quickness 
  toward you out of the darkness. Blue energy arcs between the 
  writhing tentacles—this is no natural creature but obviously 
  some abomination of the frozen lands! 
   
   
  Combat: While traversing this area the PCs will 
  encounter the following twisted remnants of the 
  denizens that used to haunt the bleak marshlands of the 
  area before Lynerden Oberannin interrupted the 
  antimagic field hidden deep within the shrine of 
  Gyrtulyndarrath. The sundering of the seal spelled the 
  doom for the inhabitants of this land, transforming the 
  
  COR4-16 The Frozen Spire 
   
  Page 14 
  land into a frozen hell and the inhabitants into warped 
  perversions of their former selves. 
   
  Before combat begins here the DM should be fully 
  conversant with the rules regarding incorporeal subtype 
  found on page 310 of the Monster Manual. 
   
  APL 6 (EL 8) 
   
  �Dreamstealer Will-o’-Wisp (1): hp 56; see 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Dreamstealer Will-o’-Wisp (1): hp 56; see 
  Appendix 2. 
   
  �Allip (3): hp 26; see the Monster Manual, page 10. 
   
  APL 10 (EL 12) 
   
  �17 HD Dreamstealer Will-o’-Wisp (1): hp 119; see 
  Appendix 3. 
   
  �Dreamstealer Will-o’-Wisp (1): hp 56; see 
  Appendix 3. 
   
  APL 12 (EL 14) 
  �17 HD Dreamstealer Will-o’-Wisp (3): hp 119; see 
  Appendix 4. 
   
  APL 14 (EL 16) 
  �17 HD Dreamstealer Will-o’-Wisp (5): hp 119; see 
  Appendix 5. 
   
  Terrain: At all APLs except APL 6 this area is subject to 
  the rules found in Appendix 5: Rules for Fighting in Ice 
  and Snow. 
   
   
  Tactics: The will-o’-wisps are old and cunning. Very 
  aware of their abilities, they treat warrior types as their 
  primary targets trusting to their innate magic immunities 
  to keep themselves safe from harm. However, if any of 
  them are targeted by magic missiles all surviving will-o’-
  wisps congregate around the caster on their next action 
  and attack him until the threat is neutralized. 
   
  The will-o’-wisps are also very mobile in combat and 
  make use of this to out-maneuver their foe at every 
  opportunity. Foes separated from their brethren get the 
  brunt of hit-and-run tactics. Unless an opponent wields 
  what is demonstrably a ghost touch weapon they ignore 
  the dangers posed by attacks of opportunity trusting to 
  their high armor class and incorporeal natures to shield 
  them from harm. Foe using ghost touch ranged weapons 
  will be treated like individuals hurling magic missiles 
  while those possessing ghost touch melee weapons will be 
  avoided until all other foe are dead. 
   
  Treasure: Although the wisps themselves have no 
  treasure the remains of some of their former victims lie 
  nearby half-buried in a snow bank. A DC 18 Search check 
  indicates that the PCs have found the bodies of a small 
  group of South Province troops sent here by Graf Chelor 
  in the 570s. Searching the bodies reveals the following 
  treasure: 
   
  APL 6: No usable treasure. 
   
  APL 8: No usable treasure. 
   
  APL 10:  Magic: ring of mind shielding (667 gp). 
   
  APL 12: Magic: ring of mind shielding (667 gp), dagger 
  of venom (691 gp). 
   
  APL 14: Magic: ring of mind shielding (667 gp), dagger 
  of venom (691 gp), orb of storms (4,000 gp). 
   
  Detect Magic Results: ring of mind shielding (Faint 
  abjuration), dagger of venom (Faint necromancy), orb of 
  storms (Strong varied). 
   
  Development: Once the PCs have faced and defeated 
  these opponents they do not face any further foes except 
  those specifically details in the adventure. 
   
   
  ENCOUNTER 5: 
  THE RUINS OF KALINARN 
  The village of Kalinarn stands on the cliffs overlooking 
  the waters of Relmor Bay. Clustered around the 
  lighthouse known as “Sailor’s Light” it was a dismal, 
  windswept place existing only to service those tending 
  the lighthouse’s magic.  
   
  Destroyed utterly by the outburst of magical 
  energies caused by Lynerden Oberannin when he 
  interrupted the antimagic field hidden deep within the 
  shrine of Gyrtulyndarrath, the village is a tomb. 
   
  Although the winds off Relmor Bay constantly stir 
  up the snow here, reducing visibility and obscuring 
  tracks some portions of the village are relatively 
  sheltered.  
   
  Finally approaching the forlorn tower that gives this accursed 
  land its name you realize that some of the village of Kalinarn 
  still stands against the onslaught of the freezing weather 
  besetting this place. 
   
  Huddled around the base of the tower, some of them 
  barely higher than the deep drifts surrounding them are the 
  remains of Kalinarn.  
   
  After the PCs have made any preparations they deem 
  necessary and have moved into the village read the 
  following: 
   
  The snow-choked streets of Kalinarn are uniformly narrow and 
  twisted. To either side of the road low ramshackle buildings of 
  stone construct huddle together seemingly to lean against one 
  another for strength. As you slowly and cautiously enter the 
  Kalinarn the wind picks up, whipping up snow and ice into 
  your faces; it is as if the very elements themselves now fight 
  against you as you near your goal. 
   
   Movement through the streets of Kalinarn (unless 
  otherwise detailed) is difficult (double movement costs). 
  PCs may elect to investigate several of the abandoned 
  buildings, but these contain nothing of interest for them. 
  The majority are peasant dwellings. One large building is 
  the village’s only inn. It’s in slightly better repair than the 
  village’s other buildings. Two shrines may also be 
  discovered on the outskirts of the village facing the sea, 
  but these have collapsed under the sheer weight of the 
  
  COR4-16 The Frozen Spire 
   
  Page 15 
  snow. It is impossible to discern to whom they were 
  dedicated.  
   
  Battered Building: Use the following statistics for 
  any of the buildings of Kalinarn that the PCs shelter in 
  when fighting the caryatid columns. 
   
  �Walls (dressed stone blocks): 3 ft. thick; hardness 
  8; hp 50; Break DC 50; Climb DC 20. 
   
  �Roof (damaged slate): 1 ft. thick; hardness 8; hp 30; 
  Break DC 25; Climb DC 20. 
   
  As they travel through the village, the PCs accidentally 
  discover the frozen cadavers of the villagers struck down 
  in an instant by that released from Gyrtulyndarrath. 
   
  Before the PCs make their way to the Icespire itself 
  they come across the frozen and mutilated bodies of 
  South Province soldiers hacked down by some merciless 
  foe. Read the following: 
   
  As you force your way through another drift you stumble and 
  almost fall over something hidden beneath the deeply heaped 
  snow. 
   
  If the PCs elect to search the area by digging into the 
  snow bank read the following: 
   
  After some minutes of heavy exertion you have managed to 
  clear a good proportion of the drift away. Buried deep within it 
  you have come across a macabre scene. Three human males 
  clad in the raiment of warriors and obviously victims of a 
  violent death lie as if struck down by some terrible force. 
   
  A DC 15 Heal check reveals that a single deep blow from 
  behindkilled each of the soldiers. An additional DC 20 
  Search check reveals that a large weapon, probably a 
  sword or axe was the cause of death. These men were 
  some of the few South Province soldiers to make it this 
  far at the behest of Graf Chelor. They died fleeing the 
  caryatid columns guarding the Icespire. PCs physically 
  searching the bodies come across a shield wedged under 
  one of the bodies. The colors on it are faded but can be 
  made out: a yellow background set about a faded blue 
  boar’s head. A DC 15 Knowledge (history) or (local - 
  Splintered Sun metaregion) check reveals that the shield 
  bears the colors of the South Province (the precursor to 
  the Untied Kingdom of Ahlissa). 
   
  From this encounter, it should be obvious to all but 
  the densest PCs that something yet lurks in the ruins. 
   
  Once the PCs have explored much of the ruins of 
  Kalinarn and have made their way to the Icespire itself 
  read the following: 
   
  Ahead of you stands the tower to which have been ascribed 
  strange demonic characteristics. Superstitions rife along the 
  Ahlissan coast speak of this tower in hushed whispers. 
  Mariners utter its name with dread, but now that you have 
  reached it, it does not measure up to its reputation. 
   
  The lighthouse takes the shape of a plain undecorated 
  round tower, fully forty foot in diameter and sixty feet high, 
  with a crenellated rooftop. Judging by the placement of the 
  windows four floors probably exist within. The entire tower is 
  sheathed in a veneer of thick, smooth blue ice, giving the tower 
  a fell aspect. 
   
  Atop the tower stands the reason for many of the rumors 
  and superstitions that gather thickly about this infamous 
  structure. A bright light, burning blue and yellow, shines 
  fiercely from the roof. In happier times it burnt to ward vessels 
  away from the treacherous coastline of the Tusk. Now, its 
  baleful light eternally burns as a warning to all those who 
  would claim this place for their own. 
   
  A single doorway pierces the ground floor but the door 
  itself has long since fallen. From your vantage point you can 
  easily make out that the ground floor has been inundated by 
  snow, driven inside by the cruel winds that often lash this 
  place. Half-pillars set into the walls of the tower ring the 
  structure at its base merging seamlessly with the walls.  
   
   
  Creatures: The lighthouse is guarded by several 
  caryatid columns (the exact number dependant on the 
  APL of the group). Slightly different to the norm these 
  caryatid columns take the form of mail-clad Oeridian 
  warrior women and not the normal silk clad form that 
  this type of construct is renown for. 
   
  These constructs animate if a Tiny or smaller 
  creature moves within five feet of the entranceway. 
  If/when this occurs read the following. If you are 
  running this adventure at APL 6, adjust the read-aloud 
  text to reflect that a single foe attacks the PCs.  
   
  As you come close to the doorway the columns closest to the door 
  suddenly disappear. In their place stand Oeridian warrior 
  women clad in chainmail of ancient design. Wordlessly, but 
  with inhuman speed, they leap to the attack their slender 
  bastard swords weaving deadly patterns in the air in front of 
  them.  
   
  Obviously skilled warriors they show no emotion as they 
  gracefully move to cut you down. 
   
  Note: If the PCs use magic to enter the tower either via 
  the roof or through a window the caryatid columns do 
  not animate. However, if they then exit through the door 
  the caryatid columns will animate and attack. 
   
  APL 6 (EL 6) 
   
  �Caryatid Column (1): hp 53; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  �10 HD Advanced Caryatid Column (1): hp 77; see 
  Appendix 2. 
   
  APL 10 (EL 10) 
    
  �10 HD Advanced Caryatid Column (2): hp 77; see 
  Appendix 3. 
   
  APL 12 (EL 12) 
   
  �14 HD Advanced Caryatid Column (3): hp 111; 
  see Appendix 4. 
   
  
  COR4-16 The Frozen Spire 
   
  Page 16 
  APL 14 (EL 14) 
   
  �18 HD Advanced Caryatid Column (4): hp 135; 
  see Appendix 5. 
   
  Terrain: At all APLs except APL 6 the area surrounding 
  the tower is subject to the rules found in Appendix 5: 
  Rules for Fighting in Ice and Snow. The whole area is 
  sheathed in ice covered by a thin layer of snow making 
  movement perilous for both the PCs and caryatid 
  columns.  
   
  At APL 6 the area surrounding the Icespire has been 
  cleared by freak winds pushing slightly warmer air over 
  the area surrounding the tower.  
   
  Tactics: There is one place that the caryatid columns 
  will not venture. They are unable to traverse the area 
  detailed in Encounter 6, as they have been programmed 
  not to do so. Several of the buildings in the village could 
  also conceivable hide the party from the caryatid 
  columns but these are small, unstable affairs all too prone 
  to collapse. If the PCs attempt to hide in such a structure 
  and the doorway is somehow barred against them the 
  caryatid columns batter a way through the very walls of 
  the building sheltering the PCs 
   
  The caryatid columns are extremely tough and 
  weapons damaging them have a chance to break; refer to 
  the relevant appendix for more information. A weapon’s 
  saving throw bonus equals 2+ one-half its caster level 
  (rounded down). 
   
  Unless disarmed the caryatid columns always prefer 
  to fight using their bastard swords. If they are disarmed 
  they will seek to regain their weapons as quickly as 
  possible. 
   
  Additional APL 12 - 16 Tactical Notes: At APLs 12 -
  16 the caryatid columns attempt to use their Awesome 
  Strike ability as soon as they animate. If successful they 
  follow this up with a 5-foot step so that their foe will 
  provoke an attack of opportunity when/if they stand up.  
   
  Treasure: Although the caryatid columns themselves 
  have no treasure to speak of, there is treasure to be found 
  among the show-drowned buildings of Kalinarn. Some of 
  Chelor’s original exploratory force made it this far. Most 
  were slain, although a few did escape. However, if the 
  PCs search the area (Search DC 17) around the entrance 
  to the tower they find a pile of frozen corpses in a large 
  snowdrift. Most of the bodies are of ordinary men-at-
  arms whose equipment is now unusable. However, one of 
  the bodies is that of a skilled warrior; a few of his 
  possessions have survived exposure to the intense cold of 
  this place by dint of their magical properties.  
   
  All APLs: Magic: boots of the winterlands (208 gp), 
  shatterspike (359 gp). 
   
  Detect Magic Results: Boots of the winterlands (Faint 
  abjuration and transmutation), shatterspike (Strong 
  evocation) 
   
  Troubleshooting: It is possible that at the end of this 
  encounter the PCs could be trapped in the Icespire with 
  no means of escape. If this happens the PCs can’t search 
  for and collect the treasure hidden in the drift near the 
  door. In addition the PCs quickly realize that leaving 
  through the door will animate the guardians. Leaving by 
  other means however (for example via a window) does 
  not animate the guardians. Every time they animate the 
  caryatid columns stay animated for a maximum of two 
  hours before reverting to their pillar form. During this 
  time they either chase enemies through the village or  
  stand motionless in front of the tower. 
   
  Development: Once play has finished here it is 
  likely that the PCs will proceed to Encounter 6: The 
  Slippery Stair or Encounter 7: The Icespire. 
   
   
  ENCOUNTER 6: 
  THE SLIPPERY STAIR 
  The PCs will likely reach this encounter after they have 
  explored either Encounter 5: The Ruins of Kalinarn 
  and/or Encounter 7: The Icespire. Here the PCs discover 
  the pathway that leads down from Kalinarn to the base of 
  the cliffs where they find the ancient shrine of 
  Gyrtulyndarrath. 
   
  Searching the cliff face to the south of the tower for a way down 
  you finally come upon an area that looks manmade. Although 
  covered in a thin layer of ice this area is relatively free from 
  snow—perhaps you have the incessant wind to thank for this 
  small mercy.  
   
  An additional search reveals a series of narrow twisting 
  stone steps cut into the very face of the cliffs. Of obvious ancient 
  artifice these steps have been eroded by wind, rain and the 
  passage of many people through the ages. They do still seem 
  passable however.  
   
  This stair is indeed still passable although their advanced 
  state of decay makes passage this way dangerous. In 
  addition to this they are extremely icy. It’s obvious that 
  this is difficult and dangerous area to traverse. It is 
  possible that PCs could simply elect to use magic to 
  traverse this area. PCs unable to use such magics or who 
  elect to make the passage must succeed at a DC 22 
  Balance check or a DC 20 Climb check or slip and fall. 
  Failure by 4 or less indicates that although the PC makes 
  no progress that round they do not fall. Failing this check 
  by 5 or more indicates that the PCs falls down the stairs, 
  possibly dislodging other PCs ahead of them. 
   
  If a PC does fall any PC below them on the stairs 
  must make a DC 15 + APL Reflex save or be knocked off 
  the stair by their falling companion. Note that if another 
  PC is knocked off the stairs all PCs below the second PC 
  must dodge both falling PCs (and so on if more members 
  should fall). 
   
  The damage suffered during this fall depends on the 
  APL. The cliffs are 120 feet high. At lower APLs PCs do 
  not fall this entire distance, rather managing to arrest 
  their fall after a set distance. Unfortunately at APLs 10-14 
  falling PCs also trigger a rockslide adding further misery 
  to their companions. 
   
  Note: It is highly possible that PCs may elect to rope 
  themselves together before climbing down. In this case 
  the maximum falling distance of any climbing PC is 
  
  COR4-16 The Frozen Spire 
   
  Page 17 
  limited by how long their rope is. They suffer falling 
  damage as once the rope arrests their fall they will slam 
  into the cliff! Bear in mind though that if the PCs 
  attached themselves to a 50 ft. long rope then they won’t 
  be able to reach the bottom of the cliffs! 
   
  At APLs 10-14 falling from the cliff also triggers a 
  rockslide. 
   
   
  APL 6 (EL 4) 
   
  �The Slippery Stairs: CR 4; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses; DC 22 Balance check avoids; 80 ft. fall (8d6, fall).  
   
  APL 8 (EL 6) 
   
  �The Slippery Stairs: CR 6; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses; DC 22 Balance check avoids; 120 ft. fall (12d6, 
  fall).  
   
  APL 10 (EL 8) 
   
  �The Slippery Stairs: CR 6; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses;  DC 22 Balance check avoids; 120 ft. fall (12d6, 
  fall).  
   
  �Minor Rockslide: CR 6; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses; DC 15 Reflex save for half damage; 6d6 plus 
  buried, crush; Search DC 20. 
   
  PCs falling from the Slippery Stair are automatically 
  caught in the bury zone of this rockslide. Buried 
  individuals take 1d6 points of nonlethal damage per 
  minute. If a buried character falls unconscious he must 
  make a DC 15 Constitution check or take 1d6 points of 
  lethal damage each minute until freed or dead. 
   
  Only characters standing directly below the cliff face 
  may get caught in the slide zone. Such PCs must make a 
  DC 15 Reflex save or suffer 3d6 points of damage. Such 
  PCs are also buried. PCs making the Reflex save take no 
  damage and are not buried. 
   
  APL 12 (EL 10) 
   
  �The Slippery Stairs: CR 6; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses;  DC 22 Balance check avoids; 120 ft. fall (12d6, 
  fall).  
   
  � Rockslide: CR 9; terrain feature; location trigger; 
  automatic reset (permanent terrain affect); never misses; 
  DC 15 Reflex save for half damage; 12d6 plus buried, 
  crush; Search DC 20. 
   
  PCs falling from the Slippery Stair are automatically 
  caught in the bury zone of this rockslide. Buried 
  individuals take 1d6 points of nonlethal damage per 
  minute. If a buried character falls unconscious he must 
  make a DC 15 Constitution check or take 1d6 points of 
  lethal damage each minute until freed or dead. 
   
  Only characters standing directly below the cliff face 
  may get caught in the slide zone. Such PCs must make a 
  DC 15 Reflex save or suffer 3d6 points of damage. Such 
  PCs are also buried. PCs making the Reflex save take no 
  damage and are not buried. 
   
   
  APL 14 (EL 12) 
   
  �The Slippery Stairs: CR 6; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses;  DC 22 Balance check avoids; 120 ft. fall (12d6, 
  fall).  
   
  �Major Rockslide: CR 12; terrain feature; location 
  trigger; automatic reset (permanent terrain affect); never 
  misses; DC 15 Reflex save for half damage; 18d6 plus 
  buried, crush; Search DC 20. 
   
  PCs falling from the Slippery Stair are automatically 
  caught in the bury zone of this rockslide. Buried 
  individuals take 1d6 points of nonlethal damage per 
  minute. If a buried character falls unconscious he must 
  make a DC 15 Constitution check or take 1d6 points of 
  lethal damage each minute until freed or dead. 
   
  Only characters standing directly below the cliff face 
  may get caught in the slide zone. Such PCs must make a 
  DC 15 Reflex save or suffer 3d6 points of damage. Such 
  PCs are also buried. PCs making the Reflex save take no 
  damage and are not buried. 
   
  Development: Once the PCs have all reached the 
  bottom of the cliffs continue to Encounter 8: Shrine of 
  Gyrtulyndarrath. Alternatively, if the PCs have fled here 
  to shelter from the attacks of the Icespire’s guardians 
  they may wish to continue their exploration of the 
  village. In this instance continue to either Encounter 7: 
  The Icespire or return to Encounter 5: The Ruins of 
  Kalinarn. 
   
   
  ENCOUNTER 7: 
  THE ICESPIRE 
  Now known as Icespire, this lighthouse was once known 
  as Sailor’s Light and doubled as a lighthouse and a shrine 
  to Procan The Storm Lord, the Oeridian intermediate god 
  of seas, sea life, salt, sea weather and navigation. 
   
   Tower Layout: A single spiral staircase pierces the 
  rear of this tower and connects the levels. Each floor is 
  made up of a single chamber. The tower itself is 60 feet 
  high, 40 feet in diameter and boasts four levels within it. 
  Atop the tower stands an observation post where in elder 
  days priests of the Storm Lord performed their devotions. 
   
  All of the rooms within the tower are heavily 
  shrouded in ice and snow. The stairs are treacherous, 
  requiring a DC 10 Balance check to traverse safely. 
   
  Refer to DM’s Map 3: Icespire. 
   
  First Floor 
  The room was a general antechamber and communal 
  meeting room where the keepers of the tower met other 
  officials or visiting dignitaries. Originally the walls were 
  
  COR4-16 The Frozen Spire 
   
  Page 18 
  bedecked in tapestries depicting famous battles and 
  moments from Aerdy history. 
   
  This chamber is all but submerged under a torrent of snow and 
  ice. The door to the tower has long since succumbed to the 
  elements and as a result the interior has been ravaged by the 
  elements. A spiral staircase stands at the back of a large 
  chamber that seems to take up the entire ground level of the 
  tower. 
   
  The snow is roughly four feet deep throughout this level, 
  although it is deeper in front of the main entrance. If the 
  PCs decide to search this chamber they might discover 
  (Search DC 12) several tables and damaged chairs buried 
  under the snow as well as the faded remnants of several 
  tapestries; the subjects of which are impossible to 
  discern. 
   
  Development: There is nothing of interest here for 
  the PCs. Their only means of progress is the spiral 
  staircase in the centre of the room. 
   
  Second Floor 
  This floor was originally divided into several different 
  storage and sleeping areas. Items including materials for 
  use in the laboratory above as well as foodstuffs, old 
  furniture and other miscellaneous items were stored 
  along the walls. Additionally several assistants and guards 
  also dwelled here to assist the master of the tower in 
  performing his duties. The remains of two of these 
  individuals can easily be found among the wreckage of 
  this room. 
   
  Third Floor 
  This floor features an office and laboratory. The PCs can 
  find much broken laboratory equipment here as well as a 
  huge desk, the contents of which have long since 
  succumbed to the elements. 
   
  This floor is the scene of devastation. The windows here have 
  been blown in—probably by the unnatural winds preying 
  upon this place—and this chamber is deep in drifting snow. 
  Here and there are pieces of shattered furniture—some of 
  which is obviously laboratory equipment. 
   
  From here the spiral staircase continues upwards. 
   
  There is nothing of interest to the PCs here. They could 
  quite possibly spend a lot of time sifting through the 
  snow here in search of spell components, expensive 
  laboratory equipment, and other arcane and alchemical 
  paraphernalia, but there is nothing useful or of any value 
  among the debris.  
   
  Development: If the PCs wish spend a long amount 
  of time searching here a strong gust of wind surges 
  through the windows causing an instant whiteout of 
  snow and frost.  Once the snow settles the PCs are back 
  to square one (and hopefully will get the hint to move 
  on). 
   
  Floor Four 
  This was Lynerden’s private chamber and library. The 
  PCs may find his spellbook and damaged journal here. 
   
  This chamber was obviously at one time a comfortable chamber 
  occupied by an important person. A partially collapsed four-
  poster bed and a bookcase stand against one wall and the 
  remains of other furniture are scattered about the room.  
   
  Originally the room was divided into two distinct 
  portions; one for sleeping and the other a general living and 
  study area. The window shutters protecting this chamber have 
  long since failed and the room is knee-deep in snow drifts that 
  collecting about various pieces of furniture. 
   
  A quick search of the study area reveals that almost 
  everything has succumbed to the elements except a large, 
  substantial desk, which seems mostly intact. 
   
  The desk contains the only items of interest in the room. 
  A successful DC 18 Search check indicates that the PC 
  notice that one of the bottom draws is obscured by a 
  small drift of snow. The draw itself is not locked or 
  trapped and is easily opened once the snow is shoveled 
  aside. Refer to the treasure section below for more 
  information on the two books found therein. 
   
  Treasure: Much of drawer’s contents were ruined by 
  the environment years ago, however, some fragments of 
  Lynerden Oberannin’s spellbooks and journal still 
  survive. 
   
  APL 6: Magic: Lynerden Oberannin’s spellbook (50 
  gp), Lynerden Oberannin’s Journal. 
   
  APL 8: Magic: Lynerden Oberannin’s spellbook (117 
  gp), Lynerden Oberannin’s Journal. 
   
  APL 10: Magic: Lynerden Oberannin’s spellbook 
  (200 gp), Lynerden Oberannin’s Journal. 
   
  APL 12: Magic: Lynerden Oberannin’s spellbook 
  (300 gp), Lynerden Oberannin’s Journal. 
   
  APL 14: Magic: Lynerden Oberannin’s spellbook 
  (417 gp), Lynerden Oberannin’s Journal. 
   
  �Lynerden Oberannin’s Spellbook: Although suffering 
  from prolonged exposure to the supernatural cold of 
  Icespire, a few spells are still readable: 
   
  APL 6: 3rd- protection from energy, Leomund’s tiny hut. 
   
  APL 8: All of APL 6 plus: 4th- fire shield, stone shape. 
   
  APL 10:  All of APLs 6-8 plus 5th: break enchantment, 
  cloudkill. 
   
  APL 12: All of APLs 6-10 plus 6th- control water, greater 
  dispel magic. 
   
  APL 14: All of APLs 6-12 plus 7th- Mordenkainen’s 
  sword, prismatic spray. 
   
  �Lynerden Oberannin’s Journal: When the PCs find 
  this heavily damaged book give them Player’s Handout 2. 
  This book contains the daily musings of Lynerden and 
  may prove useful in the future. 
   
  The Roof  
  The footing here is treacherous. At APLs 6-8 PCs must 
  succeed at a DC 15 Balance check to remain upright 
  every round in which they are on the tower rooftop. At 
  
  COR4-16 The Frozen Spire 
   
  Page 19 
  APLs 10 – 14 it is also extremely windy up here 
  increasing the DC of this check by 5. 
   
  The crenellated battlements look out over a frozen 
  wasteland. PCs standing here are able to witness the full 
  devastation visited upon this landscape.  
   
  Pushing the door at the top of the stairs open is a difficult task, 
  no doubt because of the mass of ice and snow that has 
  accumulated upon the tower’s roof.  
   
  As the door opens a fierce, harsh and obviously magical 
  light spills into the stairway.  
   
  Once the PCs indicate that they continue, read the 
  following: 
   
  The light is obviously emanating from a huge black, iron-shod 
  trident affixed to an altar of sorts set atop the roof of the 
  stairwell from which you have carefully stepped.  
   
  The floor here is very treacherous and the going underfoot 
  is extremely slippery. For the first time since entering this 
  frozen hell you can truly appreciate the destruction visited upon 
  this ill-fated strip of land. As far as you can see, the land is 
  cloaked in a thick cloak of ice and snow; a mantle cloaking the 
  land in its life-choking embrace. To the north the waters of the 
  Gearnat are similarly choked with great icebergs and ice sheets 
  for at least half the distance to the horizon.  
   
  You can make out no specific movement on the ground 
  below but it is very windy up here. The cold air sweeping from 
  the tower takes your breath away and chills your lungs with its 
  preternatural cold.  
   
  At the rear of the tower roof (and atop the stairwell) 
  stands a high square altar roughly six feet high. Its 
  surface is engraved with many arcane and holy symbols. 
  A DC 15 Religion check reveals that many of these 
  symbols are sacred to Procan. A DC 15 Knowledge 
  (arcana) check further reveals symbols pertaining to the 
  elements and permanency intermingled with the rest. 
  Atop the altar is set a burningly bright beacon. The 
  beacon is in the form of a massively over-size trident, 
  fully twenty feet long. The trident is set immovably into 
  the altar and radiates an intense blue and yellow flame 
  (but no heat). 
   
  Treasure: There is nothing of interest here for the 
  PCs to find (or loot). 
   
  Development: Once the PCs have found Lynerden’s 
  spellbook and journal and have explored the Icespire as 
  much as they wish they will likely move on  to explore 
  the cliffs in search of the hidden shrine detailed in the 
  journal.  
   
  It is also possible that they have fled here after 
  fighting the tower’s guardians. In this case they are 
  essentially safe from further attack while in the tower. 
  The guardians do not enter the tower and no other 
  creatures disturb them here. However to successfully 
  leave they must somehow defeat, slay or avoid any 
  remaining guardian creatures. 
   
   
  ENCOUNTER 8: 
  THE SHRINE OF 
  GYRTULYNDARRATH 
  In this encounter the PCs have successfully negotiated 
  the frigid cliffs and come across the entrance to the 
  shrine of Gyrtulyndarrath. 
   
  During this and subsequent encounters refer to DM’s 
  Map 4: The Hidden Shrine of Gyrtulyndarrath. 
   
  Read or paraphrase the following: 
   
  Travel along the base of the cliffs is slow and difficult. Here 
  even the waters of Dunhead Bay have frozen solid before the 
  onslaught of the fell magics that hold this land in its grip.  
   
  Ahead of you the cliff stretch away to the north forming 
  the walls of the promontory that separates Relmor Bay from the 
  Dunhead. A wind springs up driving ice and snow into your 
  faces. Your progress slows to a crawl. 
   
  Barely visible through the mist and spray you notice 
  something decidedly out of place in this frigid hell. Carved 
  midway up in the very cliff face itself you can make out two sets 
  of huge pillars surrounding a large round-hewn opening. The 
  opening is easily twenty feet square and is set roughly twenty 
  feet up the cliff face. 
   
  When the PCs get closer read or paraphrase the 
  following: 
   
  As you get closer to the pillars you notice that the air around 
  you seems to get even colder. The going under foot is extremely 
  slippery and snow lies heaped about in huge drifts. The pillars 
  themselves are covered in a thick coating of ice, through which 
  you can barely make out some kinds of carving covering their 
  surface.  
   
  The cliff face surrounding the pillars and cave mouth are 
  similarly covered in a thick layer of ice. 
   
  The opening to the cavern is roughly twenty feet up the 
  cliff face. To gain access to it the PCs must either climb 
  the cliffs or use some form of magic to transport 
  themselves upward. 
   
  At APLs 6 and 8 the PCs manage to find a portion of 
  the rock face that although slippery has some narrow 
  handholds. Climbing such a surface requires a successful 
  DC 25 Climb check. At APLs 10 and 12 however the PCs 
  fail to find such handholds as they are obscured by snow 
  and ice. They require a successful DC 30 Climb check to 
  scale the cliff.  
   
  Once the PCs reach the cave mouth read or 
  paraphrase the following: 
   
  Reaching the cave entrance you look around. The floor is 
  treacherous underfoot, being in effect little more than a sheet of 
  ice. Again the cavern walls are encrusted with a thick layer of 
  ice, however you can make out that this appears to be a natural 
  cavern, although perhaps the walls and ceiling have been 
  smoothed at some point in the distant past with hand tools of 
  some description. 
  
  COR4-16 The Frozen Spire 
   
  Page 20 
   
  The passageway seems to gently slope down as it runs 
  directly off in a straight line away from the sea.  
   
  Unfortunately the carvings have long since eroded under 
  the ice, wind, and snow. If the PCs do take a lot of time 
  clearing the ice away they are able to discern that each 
  pillar has a similar design and may be depicting some 
  kind of large beast,  but the specifics are long destroyed. 
   
  The Dreaming: Any character who has suffered the 
  Dreaming (first encountered in COR3-01 The Hidden 
  Fortress) will feel a slight sensation of nausea when they 
  first enter the tunnel. 
   
  Development: When the PCs indicate that they wish 
  to explore the tunnel more closely proceed to Encounter 9: 
  Into Gyrtulyndarrath. 
   
   
  ENCOUNTER 9: 
  INTO GYRTULYNDARRATH 
  This encounter follows directly on from Encounter 8: The 
  Shrine of Gyrtulyndarrath. It is important from here on that 
  the DM keeps track of game time as while within the 
  shrine the PCs will likely be suffering damage from the 
  intense cold that pervades the area. 
   
  The passageway slopes downward away from the entrance. The 
  floor is slick underfoot and difficult to move across. Your breath 
  billows out in front of you like the breath of a dragon. It is cold 
  here; very cold. It is so cold in fact that you realize with a start 
  that the cold has finally overwhelmed your magical protections! 
   
  If the PCs wish to continue read or paraphrase the 
  following: 
   
  The walls of this passageway are wreathed in ice, as are the 
  floors and ceiling. This mantle makes it hard to make out 
  much detail as you descend deeper. As far as you can estimate 
  the passageway runs straight and slightly downwards.  
   
  This passage i2 roughly 200 ft. long and remains roughly 
  twenty foot square throughout its entire length.  
   
  Movement: Travel along this passageway is 
  particularly perilous as the combination of the downward 
  sloping floor and ice makes movement slow and 
  dangerous.  
   
  PCs running or charging in this area must make a 
  DC 17 Balance check. A successful check is required for 
  each such successful move action. Failure by more than 5 
  indicates that the PC has fallen over. (PCs falling over 
  will not slide to the bottom of the passageway). Failure by 
  4 or less indicates that while the PCs have managed not 
  to fall they only manage to move half the desired 
  distance. 
   
  Finally, PCs walking over ice must expend 2 squares 
  of movement to cross each square that they move 
  through. 
   
  The Cold: When the PCs enter Gyrtulyndarrath the 
  cold becomes more intense, finally overwhelming 
  protection given by any endure element (cold) spells that 
  the PCs may be employing. 
   
  For 
  each 
  minute 
  the 
  PCs 
  spend 
  within 
  Gyrtulyndarrath they automatically take 1d6 points of 
  lethal cold damage (no save). In addition they must make 
  a Fortitude save (DC 15, +1 per previous check) or takes 
  1d4 points of nonlethal damage. Those wearing metal 
  armor are affected as if by a chill metal spell. 
   
  Some magical protections however will ward the 
  PCs from these effects. Resist energy (cold) and protection 
  from energy (cold) both protect the PC from these effects 
  (although in the latter case the spell absorbs both the 
  lethal and nonlethal damage accrued). 
   
  Travel Time: In addition to any time spent casting 
  spells, discussing their best course of action etc. it takes 
  the PCs 2 minutes to carefully traverse this tunnel. (The 
  passageway is roughly 200 ft. long and this travel time is 
  based on a group with a movement rate of 20 ft. For more 
  information regarding this refer to the Player’s Handbook, 
  page 162. 
   
  The 
  Dreaming: 
  PCs 
  who 
  have 
  previously 
  experienced the Dreaming will have the following 
  vision/dream, which is only interrupted by one of the 
  dreamer’s companions bumping into him. Give the PC(s) 
  a copy of the relevant portion of Appendix 6: The Dreaming. 
  (This text is reproduced below). 
   
  A waking dream comes unbidden to you. As you gaze down the 
  passageway translucent figures move at the very limit of your 
  vision. As the vision comes more sharply into focus you see a 
  group of spectral, cruel-faced Flan of fearsome and fell aspect 
  processing down the corridor. Clad in robes of shapeless but 
  archaic cut their bald heads are reflected in the guttering 
  torchlight.  
   
  A low muttering reminiscent of chanting reaches your 
  ears but the words are unintelligible. With a start you feel 
  something bump into you and suddenly the vision is swept 
  away like leaves caught in a gust of autumnal wind. 
   
  Troubleshooting: It is possible that PCs who reach this 
  point will retreat because of the potential damage that the 
  intense cold will deal them. Such groups could camp at 
  the base of the cliffs and allow its spellcasters to 
  rememorize spells that will protect them while they 
  explore the shrine. If the PCs cannot or will not do this 
  and are unwilling to brave the cold of Gyrtulyndarrath 
  the adventure for them is over. 
   
  Development: When the PCs reach the bottom of 
  the passageway proceed to Encounter 10: The Hall of 
  Wyrms. 
   
   
  ENCOUNTER 10: 
  THE HALL OF WYRMS 
  This encounter follows directly on from Encounter 9: 
  Into Gyrtulyndarrath 
   
  
  COR4-16 The Frozen Spire 
   
  Page 21 
  Ahead of you the passageway seems to open out into a larger 
  chamber. A cold, unnatural light emanates from the space 
  beyond illuminating the last fifteen feet of the passageway.  
   
  When the PCs move forward to investigate the chamber 
  read or paraphrase the following: 
   
  The passageway does indeed open into a large chamber beyond. 
  Ahead of you lies a massive chamber roughly one hundred feet 
  long and sixty feet wide. The ceiling here is roughly the same 
  height as the passageway.  
   
  Running down the centre of the chamber are two lines of 
  pillars atop low plinths carved to represent large dragons 
  holding the roof aloft. Details of the dragons are impossible to 
  make out as this whole area is encrusted under a thick layer of 
  ice.  
   
  At the far end of the chamber you can make out a large 
  door set directly opposite the entranceway in which you 
  currently stand. A flash catches you eye and, as you look closer, 
  you realize that something upon the door’s surface glints in the 
  harsh, unforgiving light emanating from somewhere above. 
   
   
  What Has Gone Before: When Lynerden Oberannin 
  happened upon this place he correctly guessed that some 
  fell trap lurked in this chamber. Using his divination 
  magics he ascertained that what he sought lay beyond the 
  door at the end of the room. Using a dimension door  scroll 
  he thus bypassed this area completely and did not 
  awaken the guardians that slumber herein. 
   
  The 
  Dreaming: 
  PCs 
  who 
  have 
  previously 
  experienced the Dreaming will have the following 
  vision/dream. Give the PC(s) a copy of the relevant 
  portion of Appendix 6: The Dreaming. (This text is 
  reproduced below). 
   
  Entering this ancient place you feel the weight of thousands of 
  years of history bearing down upon you. This place is without a 
  doubt old, even those of elvish blood would count it a remnant 
  of an elder time. 
   
  Your vision blurs for a moment and when it clears you see 
  the chamber as it was ages ago. Again you see the translucent 
  figures you saw earlier processing down between twin rows of 
  dragonesque pillars. The walls are decorated with a series of 
  massive tableaux depicting scenes of draconic combat. A 
  subdued light fills this chamber and shadows pool deeply 
  around the base of the pillars. 
   
  As you watch the spectral figures reach the ornately carved 
  door at the end of the chamber and pass beyond it. As they 
  disappear through the door the vision dissipates and with a jolt 
  you are returned to the present.  
   
  Movement: Travel in this area is particularly perilous as 
  the thick ice makes movement slow and dangerous.  
   
  PCs running or charging in this area must make a 
  DC 15 Balance check. A successful check is required for 
  each such successful move action. Failure by more than 5 
  indicates that the PC has fallen over. Failure by 4 or less 
  indicates that while the PCs have managed not to fall 
  they only manage to move half the desired distance. 
   
  Finally, PCs walking over ice must expend 2 squares 
  of movement to cross each square that they move 
  through. 
   
  When the PCs alert the guardians by passing the 
  midpoint of the room to their presence read or 
  paraphrase the following: 
   
  Suddenly a series of sickening cracks assail your ears. 
  One/two/four of the statues before you begin to move. Great 
  shards of ice slough off their bodies and crash to the floor below 
  explosively shattering. The ceiling of the chamber shakes and 
  others of the dragon statues shake. As you watch in horror 
  one/two/four of the statues step down from the plinths upon 
  which they stood.  
   
  As ice continues to fall away you begin to make out the 
  horrifying truth about what stands against you. Bone glistens 
  in the stark light as great wings unfurl from behind the 
  creatures. Massive jaws set into a sleek yet ferocious face scream 
  a silent challenge to you as your suddenly clammy hands grasp 
  your weapon. A single sharp crest rises from the creature’s head 
  and a few battered and timeworn pale blue, light gray and 
  white scales yet cling to its skeletal body.  
   
  Terror washes across you as the  creature/creatures take/s 
  a step toward you. 
   
  Witnessing the animation of the dragon statues is a 
  terrifying experience. All the PCs present must 
  immediately make a successful Will save or be affected by 
  the skeletal dragon’s frightful presence. 
   
   
  Creatures: Dependant on the APL the following 
  creatures will be encountered here: 
   
  APL 6 (EL 8) 
   
  �Skeletal Old White Dragon (1): hp 200; see 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Skeletal Old White Dragon (2): hp 200; see 
  Appendix 2. 
   
  APL 10 (EL 12) 
   
  �Skeletal Great Wyrm White Dragon (1): hp 270; 
  see Appendix 3. 
   
  APL 12 (EL 14) 
   
  �Skeletal Great Wyrm White Dragon (2): hp 270; 
  see Appendix 4. 
   
  APL 14 (EL 16) 
   
  �Skeletal Great Wyrm White Dragon (4): hp 270; 
  see Appendix 5. 
   
  Tactics: The dragons here were set long ago as a ward 
  against those who defile this place. As such they will 
  attack and slay any intruders that pass the mid-point of 
  the room (indicated on the map).  
   
  They will pursue fleeing PCs back up the passageway 
  but will not leave the confines of the shrine. Thus, PCs 
  
  COR4-16 The Frozen Spire 
   
  Page 22 
  may face a dangerous fight in the area described in the 
  previous encounter. 
   
  Treasure: There is no treasure to be found here. 
   
  Development: Once the PCs have dealt with the 
  guardians of this place they may proceed to Encounter 11: 
  The Portal of Wyrms. 
   
  ENCOUNTER 11: 
  THE PORTAL OF WYRMS 
  When play reaches this area, give out Player’s Handout 3: 
  The Door of Wyrms. 
   
  What Has Gone Before: Lynerden Oberannin 
  managed to bypass this area through the cunning use of a 
  dimension door. Thus, PCs will have no real clue as to what 
  awaits them here. 
   
  Before you a pair of double doors crafted of some type of grey-
  blue metal stand fully ten feet high; their surface is graven in 
  silver with many arcane and mystical symbols. About the 
  handles of the doors is hung a silver chain with links as thick 
  as a baby’s fist.  
   
  Above the door, carved into a massive stone block, is a 
  stylized representation of a five-headed dragon. The sculpture 
  has an aura of sinister beauty about it and is incredibly well 
  detailed. The dragon’s wings stretch out over the whole width of 
  the doors and the eyes of the five heads seem to regard all in the 
  room with their stony gaze. 
   
  COR3-01 The Hidden Fortress: Perceptive PCs may notice 
  that this door is seemingly identical to a door they 
  encountered deep below the Tower of the Sands. On that 
  occasion the silver chain keeping the door shut was 
  trapped; on this occasion however it is the sculptures 
  above the door that threaten the PCs. 
   
  Trap: This door is trapped. As soon as any PC enters 
  any square directly in front of and adjacent to the doors 
  the breath weapon trap detailed below will be sprung. 
  The trap emanates from the carved dragon sculpture atop 
  the door. Randomly determine the type of energy 
  released when this trap is triggered: 
   
  d4 
  Energy Type 
  1  
  Blast of Fire  
  2  
  Blast of Cold 
  3  
  Blast of Acid 
  4 
  Blast of Electricity 
   
  Dependant on the APL the trap has the following 
  characteristics: 
   
  APL 6 (EL 6) 
   
  �Dragon Breath Trap: CR 6; magic device; 
  proximity trigger; automatic reset (1 minute); no attack 
  roll needed; spell effect (modified fireball*, 10th-level 
  wizard, 10d6, [1d4 random energy type]), DC 19 Reflex 
  save half damage); Search DC 28; Disable Device DC 28. 
   
  APL 8 (EL 8) 
   
  �Dragon Breath Trap: CR 8; magic device; 
  proximity trigger; automatic reset (1 minute); no attack 
  roll needed; spell effect (modified Maximized fireball*, 
  9th-level wizard [54 hp], [1d4 random energy type]), DC 
  19 Reflex save half damage); Search DC 28; Disable 
  Device DC 28. 
   
  APL 10 (EL 10) 
   
  �Dragon Breath Trap: CR 10; magic device; 
  proximity trigger; automatic reset (1 minute); no attack 
  roll needed; spell effect (modified Empowered cone of 
  cold*, 13th-level wizard, 13d6 x 1.5 [1d4 random energy 
  type]), DC 22 Reflex save half damage); Search DC 28; 
  Disable Device DC 28. 
   
  APL 12 (EL 12) 
   
  �Dragon Breath Trap: CR 12; magic device; 
  proximity trigger; automatic reset (1 minute); no attack 
  roll needed; spell effect (modified Maximized cone of cold*, 
  14th-level wizard [84 hp], [1d4 random energy type]), DC 
  22 Reflex save half damage); Search DC 28; Disable 
  Device DC 28. 
   
  APL 14 (EL 14) 
   
  �Dragon Breath Trap: CR 14; magic device; 
  proximity trigger; automatic reset (1 minute); no attack 
  roll 
  needed; 
  spell 
  effect 
  (modified 
  Maximized, 
  Empowered cone of cold*, 11th-level wizard [99 hp], [1d4 
  random energy type]), DC 22 Reflex save half damage); 
  Search DC 28; Disable Device DC 28. 
   
  Door and Trap Detect Magic Results: If detect magic is cast a 
  DC 21 Spellcraft check reveals the following:  
  Dependant on the APL the following auras are present: 
   
  APL 6-8: Dragon head sculpture (Moderate 
  evocation), Door of Wyrms (Weak abjuration). 
   
  APL 
  10-14: 
  Dragon 
  head 
  sculpture 
  (Strong 
  evocation), Door of Wyrms (Weak abjuration). 
   
  The Doors: Once the trap has been set off and the 
  PCs have suffered the resultant damage will no doubt be 
  keen to investigate the doors themselves. The doors are 
  protected by a arcane lock spell cast at the 12th level of 
  ability and are made of some type of grey-blue metal. 
  Graven upon their surface can be seen silver runes. 
   
  �The Portal of Wyrms: 2 in. thick; hardness 10; hp 
  60; DC 38 break; DC 30 Open Locks. 
   
  PCs with Knowledge (arcana) may attempt to 
  decipher the runes carved upon the door. A separate DC 
  19 + APL Knowledge (arcana) check for each symbol will 
  allow them to decipher the runes upon the door.  (At 
  higher APLs some of the carving has begun to fade, this is 
  reflected in the increased difficulty of the check). 
   
  Find below the meanings of the symbols. Bracketed 
  meanings are what the PC will think the symbol means if 
  he fails the relevant Knowledge (arcana) check. 
   
  
  COR4-16 The Frozen Spire 
   
  Page 23 
  Warning/danger  
  (treasure) 
  Danger/dangerous/deadly 
  (elemental) 
  Thrall/prisoner (truth/sword) 
  Darkness  
  (light) 
  Death  
  (modified earth sign – exact 
  meaning unclear) 
  Evil/evil prisoner 
  (time) 
  Treasure: There is no treasure to be had here except for 
  the silver chain.  
   
  All APLs: L: 20 gp. 
   
  Troubleshooting: It is possible that some groups may 
  think they lack the necessary resources to pass through 
  this portal. PCs may use brute strength to break it down, 
  Open Locks to untie the silver chain or knock or dispel 
  magic. In addition higher-level groups may possess 
  additional resources such as stone shape, dimension door or 
  passwall, which will allow them to continue onwards. 
   
  PCs may rest before proceeding, but remember that 
  any sorcerers will face the Dreaming in this instance and 
  all PCs will suffer damage from the intense cold. If the 
  PCs do rest here remember the trap on the door resets 
  itself after one minute. 
   
  Development: Once the PCs have managed to pass 
  the door proceed to Encounter 12: The Insane Dead.  
   
   
  ENCOUNTER 12:  
  THE INSANE DEAD 
  Play here commences when the PCs successfully manage 
  to pass through or bypass Encounter 11: The Portal of 
  Wyrms. 
   
  Beyond the doors lies another chamber. Lit by several torches set 
  into ornate sconces affixed to the walls this room is roughly 
  forty feet square. The roof above is vaulted reaching roughly 
  sixty feet in height in the center.  
   
  Below this vault a gray globe, flecked with swirling 
  patches of darkness hovers in mid-air. A desiccated, frozen 
  figure stands immobile before the globe, one hand outstretched 
  toward it.  
   
  As you look closer you realize that the figure’s hand 
  actually touches the globe’s surface. Around this point swirl 
  flecks of darkness, seemingly in a frenzy. Darkness flows from 
  the globe, curling around the frozen figure’s arm. 
   
  The sheath of ice coating the figure bestows upon it an 
  indistinct appearance. Definitely of human height the figure 
  is probably male. Unarmed, his clothes and equipment are 
  reminiscent of that belonging to a noble or wizard. 
   
  In this area the PCs have discovered Lynerden 
  Oberannin’s fate.  
   
  What Has Gone Before: Following his dreams 
  Lynerden found this place and using his arcane arts 
  bypassed the traps and guardians in the earlier 
  chambers. Discovering this chamber Lynerden was 
  fascinated by the globe he discovered. After his scrying 
  magics failed to penetrate the globe he threw caution to 
  the wind and touched it. 
   
  Instantly slain by the forces held in check by the 
  sphere, Lynerden was transformed into a dreamstealer. 
  More importantly, his touch breached the barrier that 
  had, for so long, held certain forces in check. These 
  forces once released destroyed the surrounding 
  territory in an icy blast of elemental magic. Inhabitants 
  within the area of affect were slain in an instant or 
  transformed into dreamstealer-versions of their former 
  selves. Thus was the fate of the lands that became known 
  as Icespire sealed. 
   
  Combat: Once the PCs have entered the chamber 
  and have had a few minutes to investigate the chamber 
  the dreamstealer Lynerden will attack.  
   
  Before combat begins here the DM should be fully 
  conversant with the rules regarding incorporeal subtype 
  found on p310 of the Monster Manual. 
   
  APL 6 (EL 9) 
   
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: hp 47, see Appendix 1. 
   
  �Fiendish Raven Dreamstealer Familiar: hp 24, see 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: hp 61, see Appendix 2. 
   
  �Imp Dreamstealer Familiar: hp 30, see Appendix 
  2. 
   
  APL 10 (EL 13) 
   
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: hp 75, see Appendix 3. 
   
  �Imp Dreamstealer Familiar: hp 37, see Appendix 
  3. 
   
  APL 12 (EL 15) 
   
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: hp 89, see Appendix 4. 
  
  COR4-16 The Frozen Spire 
   
  Page 24 
   
  �Imp Dreamstealer Familiar: hp 44, see Appendix 
  4. 
   
  APL 14 (EL 17) 
   
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: hp 103, see Appendix 5. 
   
  �Imp Dreamstealer Familiar: hp 51, see Appendix 
  5. 
   
  Tactics: Once the PCs enter the chamber, the 
  dreamstealer Lynerden becomes aware of them (unless 
  they all enter invisibly and silently). Once he does 
  become aware of them he will retreat into a wall to 
  prepare; he will also begin to cast defensive spells and 
  take note of the PC’s behavior if close enough.  
   
  Lynerden is mad, but he is not stupid and uses his 
  spells and dreamstealer abilities as effectively as possible. 
  If possible, he attempts to deal with spellcasters first. He 
  is also not afraid of death and fights to the bitter end. 
   
  At all APLs he protects himself with a shield spell 
  before engaging in combat. At higher levels he adds 
  protection from energy to his defensive suite. 
   
  In 
  addition 
  Lynerden 
  uses 
  different 
  tactics 
  dependant on the APL but normally use his most 
  destructive spells first. Refer to previous APLs for tactics 
  for lower level spells. These tactics are only suggestions; 
  feel free to modify them if circumstances dictate. 
   
  APL 6: At this APL Lynerden will use his fireball as 
  soon as the PCs are nicely bunched – probably when they 
  are examining the sphere. He follows this up with his 
  wail of doom and then web to trap one or two party 
  members. Once he has a trapped victim he engages that 
  person in melee combat using his incorporeal ability to 
  pass through the web. Once the web is destroyed or he 
  has slain his opponent he retreats into a wall, reappearing 
  somewhere else to continue the fight. Finally he enjoys 
  combining his shocking grasp with his incorporeal touch 
  attack. Alternatively he may bestow it upon his familiar. 
  In this instance he pre-casts the spell before combat 
  begins. 
   
  When/if he runs out of effective combat spells he 
  will resort to his wand of scorching ray. 
   
  APL 8: See APL 6 and the following. Before engaging 
  in melee combat (when not in a web) Lynerden casts fire 
  shield (to protect him against fire attacks). 
   
  APL 10: See APLs 6 and 8 and the following. 
  Lynerden targets a fighter type with phantasmal killer, but 
  avoids using this spell against a paladin if the paladin is 
  demonstrably a paladin. Another tactic of his is to follow 
  up a web spell with a cloudkill assuming someone is caught 
  in the web. Note that as an undead, Lynerden is immune 
  to this effect and engages in melee within the cloud as 
  normal. When he is run out of useful combat spells he 
  resorts to his staff of fire. 
   
  APL 12: See APLs 6 to 10 and the following. 
  Lynerden attempts to control a warrior type with 
  dominate person and set that individual to fight his 
  comrades as a diversion. He uses his lesser metamagic rod of 
  empower to augment his fireball. In addition before melee 
  combat he pairs vampiric touch with his incorporeal touch 
  attack. Alternatively he may stack this spell along with 
  shocking grasp on his familiar who he instructs to strike a 
  spellcaster; if cast on his familiar this spell is pre-cast 
  before combat begins. Note, if all these spells are stacked 
  on the familiar this is a very dangerous combination: the 
  first attack will do 5d6 points of electrical damage, 5d6 
  damage from the vampiric touch and 1d4 points of damage 
  from the imp’s attack plus poison and Wisdom drain. 
   
  APL 14: See APLs 6 to 12 and the following. 
  Lynerden begins his attack with prismatic spray, followed 
  up with chain lightning targeting obvious spellcasters. 
  Dependant on circumstances he uses his pearl of power (5th 
  level) to re-cast either cloudkill or feeblemind. 
   
  Treasure: When he is finally slain the PCs may 
  search the remains of Lynerden Oberannin. For a 
  breakdown of his equipment refer to the information 
  below. At all APLs however Lynerden possesses a 
  fragment of an ancient scroll the details of which are 
  replicated below and the ebon lexicon of Gyrtulyndarrath. 
  Little of the original document remains. When the PCs 
  examine the scroll give them Player’s Handout 1: A 
  Fragmentary Scroll. It is written in Ancient Flan. 
   
   
  "and when the great ones were slain that which was whole was 
  rent asunder her devoted hid the five shards so that the 
  lowlanders would never again profane them with their touch." 
   
  Ebon Lexicon of Gyrtulyndarrath: This weighty tome, 
  covered in some kind of very thick, tough leathery skin 
  was found at the Shrine of Gyrtulyndarrath. It is written 
  in Draconic and only PCs who speak the language may 
  read it. The tome deals with the strategies of dealing with 
  dragons.  
  Individuals who own the book have access to several 
  feats found in the Draconomicon, which they may learn in 
  the normal way. Accessible feats include Dragonfriend, 
  Dragonsong and Dragonthrall. In addition the book 
  grants a +2 circumstance bonus to any check relating to 
  dragons or dragonkind if the PC is able to consult it at the 
  relevant time.  
   
  Additional treasure as described below can be found 
  here: 
   
  APL 6: Magic: Cloak of resistance +1 (83 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp). 
   
  APL 8: Magic: Cloak of resistance +1 (83 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp). 
   
  APL 10: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp) 
   
  APL 12: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp), lesser metamagic rod of empower (750 
  gp). 
   
  APL 14: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  
  COR4-16 The Frozen Spire 
   
  Page 25 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp), lesser metamagic rod of empower (750 
  gp), pearl of power [5th level] (2,083 gp). 
   
  Detect Magic Results: Cloak of resistance +1 (Faint 
  abjuration), wand of scorching ray (Faint evocation), wand of 
  endure elements (Faint abjuration), pearl of power (Strong 
  transmutation), staff of fire (Moderate evocation), lesser 
  metamagic rod of empower (Strong [no school]), 
   
  The Sphere: It is likely that the PCs will attempt to 
  discern more information regarding the sphere and its 
  contents. The sphere hangs in mid air and is immobile. It 
  has a radius of roughly five feet. It is impervious to all 
  divination spells and other spell effects. Items can pass 
  through the globe with impunity, but this could have 
  dire effects on the individual perpetrating such acts.  
   
  A successful DC 15 + APL Knowledge (arcana) check 
  will reveal that the black flecks moving across the surface 
  of the globe are composed of some extra-planar 
  substance. A subsequent DC 15 + APL Knowledge (the 
  planes) check will reveal that this substance is similar to 
  that which composes the shadow plane. 
   
  The whole sphere radiates Overwhelming abjuration 
  magic. 
   
  Touching the Sphere: This is dangerous. Touching 
  the sphere either with a body part or held item directly 
  exposes the PC to the entity that has been sending the 
  dreams encountered in the Dreaming.  
   
  The PC immediately receives a strong sensation of 
  anger, rage, and frustration. This sensation is almost 
  physical in nature. Only those who have experienced the 
  Dreaming will be able to withstand this. All others are 
  forced back from the sphere. 
   
   
  Individuals who have experienced the Dreaming 
  also experience the following vision/waking dream: 
   
  The anger, rage, and frustration you initially experienced 
  quickly recedes. Where once it threatened to overwhelm your 
  sanity you sense that now somehow it is being held in check. 
   
  With a jolt you realize that you are no longer in the 
  chamber, touching the sphere. Looking down, you can see the 
  lands of Icespire far below, laid out like a patchwork quilt. You 
  are not in control; some unseen force is guiding your 
  movements. It gathers itself for a moment and then with a start 
  catapults you toward the west.  
   
  Wind tears at your clothes and your hair as you scream 
  across the sky at an incredible speed. Far below you, the 
  tempestuous waters of the Gearnat pass. It seems like only a 
  matter of minutes before you leave the waters of the Gearnat 
  behind and begins to pass over the scorched and blasted 
  landscape of the Bright.  
   
  Ahead of you a vast black cloud hangs motionless in the 
  sky. The very fabric of your soul exults as you draw closer and 
  while it is a disturbing and sinister sight you also see it as a 
  thing of great beauty. Below the cloud stands, half-buried 
  among the dunes, stand row upon row of mausoleums, shrines 
  and other ceremonial edifices. At the dead centre of the site 
  towering over all the dunes and buildings surrounding it 
  stands a black-hued ziggurat, the tip of which may intersect 
  with the dark cloud hanging above.  
   
  As you take all this in a seductive voice laden with malice 
  and longing purrs in your ear “Come...” 
   
  In a flash the vision is gone and you are surrounded once 
  again by your companions. Barely a second has passed but you 
  are exhausted. 
   
  A successful DC 18 Spot check indicates that the PC 
  realizes that the makeup of the cloud is very similar to 
  that of the wisps moving over the surface of the sphere. 
   
  Individuals touching the sphere a second time 
  discover that the sphere is now solid and they receive no 
  more sensations. 
   
  Reversing the Effects of Icespire: This is a simple 
  task, the method of which should be self-evident. When 
  Lynerden touched the sphere he breached its protections 
  allowing whatever lurks within to partially escape its 
  confinement. To restore the barrier’s integrity the PCs 
  must remove Lynerden hand from the barrier’s surface. 
  This is a simple matter and the PCs will suffer no ill 
  effects from doing so. Once the PCs do so read the 
  following: 
   
  Removing the corpse’s hand from contact with the sphere is a 
  simple matter. As soon as contact is broken between the sphere 
  and the corpse’s hand several things happen. You are all 
  assaulted by an almost palpable blast of anger hurl from within 
  the sphere. At the same moment the black wisps caressing the 
  corpse’s arm begin to wither and die, dissipating before your 
  very eyes. Within a minute or two they have all disappeared 
  and the surface of the sphere is once again unbroken. Dark 
  matter swirls about the sphere, questing as if for some means of 
  escape. 
   
   
  Troubleshooting: If the PCs choose to do nothing and to 
  not remove Lynerden from contact with the sphere they 
  will be unable to affect the conditions of the lands 
  surrounding the shrine. 
   
  Development: Once the PCs have removed 
  Lynerden’s corpse from contact with the sphere and have 
  looted any treasure from the chamber there is nothing 
  more to achieve here. 
   
  Either continue to the Conclusion, or if the PCs have 
  not yet encountered the dreamstealer will-o-wisps and/or 
  the allips encountered in Encounter 4: Into the Frozen 
  Lands run that encounter as the PCs journey out of the 
  frozen lands. If they have already faced these creatures 
  continue to the Conclusion. 
   
  CONCLUSION 
  This encounter follows directly from Encounter 12: The 
  Insane Dead and takes place once they indicate that they 
  are leaving the Hidden Shrine of Gyrtulyndarrath. If the 
  PCs have not yet encountered the dreamstealer will-o-
  wisps and/or the allips encountered in Encounter 4: Into 
  the Frozen Lands run that encounter as the PCs journey 
  out of the frozen lands. 
   
  
  COR4-16 The Frozen Spire 
   
  Page 26 
  Success 
  If the PCs removed Lynerden’s hand from contact with 
  the sphere read the following: 
   
  Leaving behind the perils of the hidden shrine you begin your 
  tortuously slow journey back through the frozen lands of 
  Icespire. You meet no more of the fearsome denizens that stalk 
  these lands as you retreat to warmer climes. Ice and snow still 
  beset these lands but you do notice a change in the feel of the 
  winds blowing in from the Gearnat. It is warmer than before 
  and once or twice during the journey sleet (not snow) falls on 
  you.  
   
  Without doubt you have wrought a change by your 
  actions and although a sudden reversal of the icy grip that 
  holds these lands is unlikely you are sure that before long Beory 
  will reassert her hold upon these lands. 
   
  Your arrival in Trennenport is in many ways an anti-
  climax. No throng of cheering citizens lines the forbidding gray 
  walls circling the city or packs the streets to great you with 
  adulation. The gate guards admit you with only a cursory 
  inspection. Brave followers of Hextor one and all they seem 
  slightly muted as if they know that you succeeded where their 
  comrades failed so long ago. 
   
  Failure 
  If the PCs did not remove Lynerden’s hand from contact 
  with the sphere read the following: 
   
  Leaving behind the perils of the hidden shrine you begin your 
  tortuously slow journey back through the frozen lands of 
  Icespire. It is with heavy hearts that you forge your way back to 
  civilization. You have faced the terrors of Icespire, battled 
  fearsome undead guardians and crazed undead creatures rarely 
  encountered but ultimately you have failed and the lands of 
  Icespire still remain in an icy grip. 
   
  Your arrival back in Trennenport is an anti-climax. The 
  gate guards treat you in a derisory fashion, perhaps guessing 
  from your stony faces or demeanor that the challenge of Icespire 
  proved too much for you. 
   
  Treasure: if the PCs are successful, Remmannen rewards 
  them: 
   
  APL 6: Coin: 1,200 gp 
   
  APL 8: Coin: 1,600 gp 
   
  APL 10: Coin: 2,000 gp 
   
  APL 12: Coin: 2,400 gp 
   
  APL 14: Coin: 2,800 gp 
   
  In addition followers of Zilchus and members of the 
  Royal Guild of Merchants of Aerdy receive the following 
  favor: 
   
  Contacts within the Royal Guild: The PC is in the good 
  graces of Remmannen and Haragern. This may be of use 
  in future adventures. 
   
  In addition any PC with sorcerer levels has been exposed 
  to the Dreaming. PCs who have already been exposed 
  suffer no additional effects. 
   
  The Dreaming: 
  This PC has been subjected to The 
  Dreaming. The player should send an email to 
  creighton@greyworks.fsworld.co.uk including the name 
  and email address of their DM. Player’s who respond to 
  this address will be put on a special, private in-character 
  mailing list. Only sorcerers who have undergone The 
  Dreaming are eligible for membership to this list. 
    
   
   
   
  CAMPAIGN  
  CONSEQUENCES 
  This adventure has Campaign Consequences that is the 
  events within it will affect events in future adventures. 
  Once play has finished please email the author on 
  creighton@greyworks.fsworld.co.uk with the answers to 
  the below questions. General comments regarding the 
  adventure are also welcome at this address. 
   
  1. 
  At what APL was the adventure played? 
   
  2. 
  Did any individual at the table have one or more 
  levels of sorcerer? 
   
  3. 
  Did the PCs find Lynerden’s journal? 
   
  4. 
  Did the PCs remove Lynerden’s hand from 
  contact with the sphere? 
   
  5. 
  Where members of any the meta-organizations 
  listed at the front of the adventure (the Jade 
  Mask, the United Guild of Merchants of Aerdy, 
  the Grey Watch or His Majesty’s Secret Service 
  present at the table? If so, which one(s)? Did 
  they carry out their missions? 
   
  6. 
  Did any PC present have the magical tattoo 
  from COR4-03 Redtide? If so, did he carry out his 
  mission? 
   
   
   
   
   
   
  
  COR4-16 The Frozen Spire 
   
  Page 27 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4: Into the Frozen Lands 
  Slaying the dreamstealer will-O’-wisp(s) 
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  
  390 XP  
  APL12 
  450 XP 
  APL14 
  510 XP 
   
  Encounter 5: The Ruins of Kalinarn 
  Destroying the caryatid column(s) 
  APL6  
  180 XP  
  APL8  
  240 XP  
  APL10  
  300 XP  
  APL12 
  360 XP 
  APL14 
  420 XP 
   
  Encounter 6: The Slippery Stair 
  APL6  
  120 XP  
  APL8  
  180 XP  
  APL10  
  240 XP  
  APL12 
  300 XP 
  APL14 
  360 XP 
   
  Encounter 10: The Hall of Wyrms 
  Slaying the guardian wyrms 
  APL6  
  240 XP  
  APL8  
  300 XP  
  APL10  
  360 XP  
  APL12 
  420 XP 
  APL14 
  480 XP 
   
  Encounter 11: The Portal of Wyrms 
  APL6  
  180 XP  
  APL8  
  240 XP  
  APL10  
  300 XP  
  APL12 
  360 XP 
  APL14 
  420 XP 
   
  Encounter 12: The Insane Dead 
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  
  390 XP  
  APL12 
  450 XP 
  APL14 
  510 XP 
   
  Facing the Perils of the Frozen Lands 
  All APLs  
   
   
   
  60 XP 
   
  Discretionary Role-playing Award 
  APL6 
  180 XP  
  APL8  
  225 XP  
  APL10  
  270 XP  
  APL12  
  315 XP 
  APL14 
  360 XP 
   
  Total Possible Experience:  
   
  APL6  
  1,800 XP  
  APL8  
  2,250 XP  
  APL10  
  2,700 XP  
  APL12 
  3,150 XP 
  APL14 
  3,600 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Total Treasure Possible by APL: 
  APL 6: 1,800 gp 
  
  COR4-16 The Frozen Spire 
   
  Page 28 
   
  APL 8: 2,600 gp 
   
  APL 10: 4,600 gp 
   
  APL 12: 6,600 gp 
   
  APL 14: 13,200 gp 
   
  Encounter 4: Into the Frozen Lands 
  APL 6: No usable treasure. 
   
  APL 8: No usable treasure. 
   
  APL 10:  Magic: ring of mind shielding (667 gp). 
   
  APL 12: Magic: dagger of venom (691 gp). 
   
  APL 14: Magic: orb of storms (4,000 gp). 
   
  Encounter 7: The Icespire  
  APL 6: Magic: Lynerden Oberannin’s spellbook (50 gp). 
   
  APL 8: Magic: Lynerden Oberannin’s spellbook (117 
  gp). 
   
  APL 10: Magic: Lynerden Oberannin’s spellbook 
  (200 gp). 
   
  APL 12: Magic: Lynerden Oberannin’s spellbook 
  (300 gp). 
   
  APL 14: Magic: Lynerden Oberannin’s spellbook 
  (417 gp). 
   
  Encounter 11: The Portal of Wyrms 
   
  All APLs: Loot: 20 gp. 
   
  Encounter 12: The Insane Dead 
  APL 6: Magic: Cloak of resistance +1 (83 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp). 
   
  APL 8: Magic: Cloak of resistance +1 (83 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp). 
   
  APL 10: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp) 
   
  APL 12: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp), lesser metamagic rod of empower (750 
  gp). 
   
  APL 14: Magic: Cloak of resistance +2 (333 gp), wand of 
  scorching ray (54 gp), wand of endure elements (20 gp), pearl 
  of power [1st level] (83 gp), pearl of power [2nd level] (333 
  gp), staff of fire (592 gp), lesser metamagic rod of empower (750 
  gp), pearl of power [5th level] (2,083 gp). 
   
  �Ebon Lexicon of Gyrtulyndarrath: This weighty tome, 
  covered in some kind of very thick, tough leathery skin 
  was found at the Shrine of Gyrtulyndarrath. It is written 
  in Draconic and only PCs who speak the language may 
  read it. The tome deals with the strategies of dealing with 
  dragons.  
   
  Individuals who own the book have access to several 
  feats found in the Draconomicon, which they may learn in 
  the normal way. Accessible feats include Dragonfriend, 
  Dragonsong and Dragonthrall. In addition the book 
  grants a +2 circumstance bonus to any Knowledge check 
  relating to dragons or dragonkind if the PC is able to 
  consult it at the relevant time for a period no shorter than 
  10 minutes.  
   
  � A Fragmentary Scroll: This fragment of ancient scroll 
  is written in Ancient Flan. It reads: "and when the great 
  ones were slain that which was whole was rent asunder 
  her devoted hid the five shards so that the lowlanders 
  would never again profane them with their touch." 
   
  Conclusion 
  APL 6: Coin: 1,200 gp 
   
  APL 8: Coin: 1,600 gp 
   
  APL 10: Coin: 2,000 gp 
   
  APL 12: Coin: 2,400 gp 
   
  APL 14: Coin: 2,800 gp 
   
  �Contacts within the Royal Guild: The PC is in the 
  good graces of Remmannen and Haragern. This may be 
  of use in future adventures. 
   
  Total Possible Treasure 
  APL 6: Loot: 20 gp; Coin: 1,200 gp; Magic: 0 gp 
   
  APL 8: Loot: 20 gp; Coin: 1,600 gp; Magic: 0 gp 
   
  APL 10: Loot: 20 gp; Coin: 2,000 gp; Magic: 0 gp 
   
  APL 12: Loot: 20 gp; Coin: 2,400 gp; Magic: 0 gp 
   
  APL 14: Loot: 20 gp; Coin: 2,800 gp; Magic: 0 gp 
   
  Special 
  �Ebon Lexicon of Gyrtulyndarrath: This weighty tome, 
  covered in some kind of very thick, tough leathery skin 
  was found at the Shrine of Gyrtulyndarrath. It is written 
  in Draconic and only PCs who speak the language may 
  read it. The tome deals with the strategies of dealing with 
  dragons.  
   
  Individuals who own the book have access to several 
  feats found in the Draconomicon, which they may learn 
  in 
  the 
  normal 
  way. 
  Accessible 
  feats 
  include 
  Dragonfriend, Dragonsong and Dragonthrall. In addition 
  the book grants a +2 circumstance bonus to any check 
  relating to dragons or dragonkind if the PC is able to 
  consult it at the relevant time.  
   
   �A Fragmentary Scroll: This fragment of ancient scroll 
  is written in Ancient Flan. It reads: "and when the great 
  ones were slain that which was whole was rent asunder 
  her devoted hid the five shards so that the lowlanders 
  would never again profane them with their touch." 
   
  �Lynerden Oberannin Spellbook: Although suffering 
  from prolonged exposure to the supernatural cold of 
  Icespire, a few spells are still readable: 
   
  APL 6: 3rd- protection from energy, Leomund’s tiny hut. 
   
  APL 8: All of APL 6 plus: 4th- fire shield, stone shape. 
   
  APL 10:  All of APLs 6-8 plus 5th: break enchantment, 
  cloudkill. 
   
  APL 12: All of APLs 6-10 plus 6th- control water, greater 
  dispel magic. 
  
  COR4-16 The Frozen Spire 
   
  Page 29 
   
  APL 14: All of APLs 6-12 plus 7th- Mordenkainen’s 
  sword, prismatic spray. 
   
  �Lynerden Oberannin’s Journal: When the PCs find 
  this heavily damaged book give them Player’s Handout X. 
  This book contains the daily musings of Lynerden and 
  may be prove useful in the future. 
   
  �Contacts within the Royal Guild: The PC is in the 
  good graces of Rennannen and Haragern. This may be of 
  use in future adventures. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 6  
  � Wand of endure elements (Adventure; CL 1st; 
  DMG). 
  � Ebon lexicon of Gyrtulyndarrath (Adventure, See 
  above). 
  � Lynerden Oberannin’s spellbook (Adventure; 
  see above; 600 gp). 
  � Wand of scorching ray [6 chgs] (Adventure; CL 3rd; 
  DMG; 648 gp). 
  � Boots of the winterlands (Adventure; CL 5th; DMG) 
  � Shatterspike (Any; CL13th; DMG). 
  � Pearl of power [1st level] (Any; CL 17th; DMG). 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � Lynerden Oberannin’s spellbook (Adventure; 
  see above; 1,400 gp). 
  � Pearl of power [2nd level] (Any; 17th; DMG). 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � Lynerden Oberannin’s spellbook (Adventure; 
  see above; 2,400 gp). 
  � Staff of fire [20 chgs.] (Adventure; CL 8th; DMG). 
  � Ring of mind shielding (Any; CL 3rd; DMG). 
  � Cloak or resistance +2 (Any; CL 5th; DMG). 
   
  APL 12 (All of APLs 2-10 plus the following) 
  � Lynerden Oberannin’s spellbook (Adventure; 
  see above; 3,600 gp). 
  � Lesser metamagic rod of empower (Any; 17th; 
  DMG). 
  � Dagger of venom (Adventure; 5th; DMG). 
   
  APL 14 (All of APLs 2-12 plus the following) 
  � Lynerden Oberannin’s spellbook (Adventure; 
  see above; 5,000 gp). 
  � Pearl of power [5th level] (Any; 17th; DMG). 
  � Orb of storms (Adventure; 18th; DMG). 
   
   
   
   
  
  COR4-16 The Frozen Spire 
   
  Page 30 
  APPENDIX 1: 
  APL 6 
  Encounter 4: Into the Frozen Lands (EL 8) 
  �Dreamstealer Will-o’-Wisp (1): CR 8; Small undead 
  (incorporeal); HD 9d12; hp 54; Init +13; Spd Fly 50 ft. 
  (perfect).; AC 29, touch 29, flat-footed 20; Base Atk +6; 
  Grp +3; Atk +16 melee touch (1d4 plus 2d8 electricity  
  plus 1d6 Wisdom drain); Full Atk +16 melee touch 
  (1d4 plus 2d8 electricity plus 1d6 Wisdom drain); 
  Space/Reach 5 ft./5 ft.; SA Wisdom drain, wail of 
  doom; SQ Darkvision 60 ft., immunity to magic, 
  natural invisibility, unnatural aura, turn resistance, 
  undead, incorporeal; AL NE; SV Fort +3, Ref +12, Will 
  +9; Str -, Dex 29, Con -, Int 15, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +15, Diplomacy +5, Disguise 
  +3 (+5 vs. acting), Intimidate +5, Listen +17, Search +14, 
  Spot +17, Survival +3 (+5  following tracks); Alertness, 
  Blind-Fight, Dodge, Improved Initiative, Weapon 
  FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Encounter 5: The Ruins of Kalinarn (EL 6) 
  �Caryatid Column (1): CR 6; Medium construct; HD 
  6d10+20; hp 53; Init +3; Spd 30 ft.; AC 22, touch 13, flat-
  footed 19; Base Atk +4; Grp +9; Atk +12 melee 
  (1d10+9/19-20, +2 bastard sword [two-handed]) or +9 
  melee (1d4+7, slam); Full Atk +12 melee (1d10+9/19-
  20, +2 bastard sword [two-handed]), or +12 melee 
  (1d10+7/19-20, +2 bastard sword [one-handed]) and +4 
  melee (1d4+2, slam) or +9/+9 melee (1d4+5, slam); 
  Space/Reach 5 ft./ 5ft.; SA -; SQ Break weapon, column 
  form, construct traits, hardness 8, magic weapon; AL N; 
  SV Fort +2, Ref +5, Will -3; Str 20, Dex 16, Con -, Int 6, 
  Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +4; 
  Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword) (B). 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a DC 13 
  Fortitude save or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic 
  weapon uses either the wielder's saver bonus or its own 
  save bonus, whichever is better.  
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a DC 13 Fortitude save 
  to resist this effect. 
   
  Column 
  Form 
  (Ex): 
  When 
  at 
  rest 
  (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone. This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (DC 
  15 Climb check). 
   
  A caryatid column in column form looks like a 
  pillar in most respects. It does not radiate magic, and 
  true seeing does not reveal its humanoid form. Careful 
  examination of the column (DC 25 Search check) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword. Anyone who 
  successfully makes a DC 12 Knowledge (architecture 
  and engineering) check notes that the column serves 
  
  COR4-16 The Frozen Spire 
   
  Page 31 
  no structural purpose since it bears none of the 
  ceiling's weight. A close examination of the top of the 
  column (DC 15 Search check) or a keen eye (DC 20 
  Spot check) shows that the column is not cemented or 
  joined to the ceiling. Dwarves and other creatures with 
  stonecunning received a free Search check as though 
  actively looking when they pass within 10 feet of a 
  caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Encounter 10: The Hall of Wyrms (EL 8) 
  �Skeletal Old White Dragon (1): CR 8; Huge skeletal 
  dragon; HD 24+12; hp 200; Init +8; Spd 60 ft.; burrow 
  30 ft.; AC 22, touch 8, flat-footed 22; Base Atk +24; Grp 
  +41; Atk +31 melee (2d8+9, bite); Full Atk +31 melee 
  (2d8+9, bite), +26 melee (2d6+4, 2 claws), +26 melee 
  (1d8+4, 2 wings), +26 melee (2d6+13, tail slap); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA frightful 
  presence; SQ blindsense 60 ft., damage reduction 
  10/magic, 
  damage 
  reduction 
  5/bludgeoning, 
  darkvision 120 ft., icewalking, immunity to cold, low-
  light vision, spell resistance 21, undead traits; AL N; SV 
  Fort +13, Ref +14, Will +14; Str 29, Dex 10, Con -, Int -, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Improved Initiative. 
   
  Frightful Presence (Ex): 240 ft. radius, HD 23 or 
  fewer, DC 23 Will negates.  Creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for 4d6 rounds. A creature 
  who saves vs. this effect remains immune to that 
  dragon’s frightful presence for 24 hours. 
   
  Blindsense (Ex): The dragon can sense the 
  location of all creatures within 60 ft.  
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must be 
  icy. It is always in effect. 
   
  Cold Immunity: A creature immune to cold is 
  particularly susceptible to fire. Such a creature takes an 
  additional 50% damage whether any saving throw (if 
  allowed) is successful. 
   
  Encounter 12: The Insane Dead (EL 9) 
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz5: CR 8; Medium undead (incorporeal); HD 
  6d12; hp 47; Init +7; Spd 30 ft., fly 60 ft. (good); AC 18, 
  touch 18, flat-footed 15; Base Atk +2, Grp -, Atk +2 
  melee (1d3 plus 1d6 Wisdom drain, incorporeal touch 
  attack); Full Atk +2 melee (1d3 plus 1d6 Wisdom drain, 
  incorporeal touch attack); Space/Reach 5 ft./5 ft.; SA 
  Spells, Wisdom drain, wail of doom; SQ Summon 
  familiar, unnatural aura, turn resistance, undead, 
  incorporeal; AL NE; SV Fort +2, Ref +5, Will +5; Str -, 
  Dex 16, Con -, Int 17, Wis 11, Cha 20. 
   
  Skills and Feats: Concentration +13, Decipher 
  Script +13, Knowledge (arcana) +12, Knowledge 
  (history) +12, Knowledge (Splintered Sun) +12, 
  Knowledge (the planes) +6 Spellcraft +15; Craft Wand, 
  Combat Casting, Improved Initiative, Improved 
  Counterspell, Improved Familiar, Scribe Scroll . 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 18Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
  
  COR4-16 The Frozen Spire 
   
  Page 32 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Spells Prepared: (4/4/3/2: base DC = 13 + spell level): 
  0- detect magic (2), open/close, read magic; 1st-burning hands, 
  comprehend languages, shocking grasp, unseen servant; 2nd- 
  knock, scorching ray, web; 3rd- dispel magic, fireball. 
   
  Spells Known:  (5/5; base DC = 15 + spell level): 0-
  dancing lights, mage hand, message, prestidigitation; 1st- ray 
  of enfeeblement, shield. 
   
  Possessions: Cloak of resistance +1, wand of scorching ray 
  [CL 3rd, 6 chgs.], wand of endure elements (CL 1st, 16 
  chgs.], pearl of power [1st level]. 
   
  �Fiendish Raven Dreamstealer Familiar: CR -; Tiny 
  undead (incorporeal); HD ¼d12; hp 24; Init +2; Spd 10 
  ft., fly 60 ft. (good); AC 15, touch 15, flat-footed 13; Base 
  Atk +2, Grp -13; Atk +4 melee (1d2-5, incorporeal touch 
  [claws]); Full Atk +6 melee (1d2-5, incorporeal touch 
  [claws]); Space/Reach 2 ½ ft./ 0 ft.; SA Smite good, 
  Wisdom drain, wail of doom;; SQ Low-light vision, 
  darkvision, resistance to cold 5, fire 5, DR 5/magic, 
  spell resistance 11, Alertness, improved evasion, share 
  spells, empathic link, deliver touch spells, speak with 
  master, unnatural aura, turn resistance, undead, 
  incorporeal; SV Fort +2, Ref +4, Will +8; Str 1, Dex 15, 
  Con 10, Int 8, Wis 14, Cha 10. 
   
  Skills and Feats: Listen +3, Spot +5; Weapon 
  Finesse. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal an extra 8 hp of 
  damage. 
   
  Alertness (Ex): The presence of a familiar sharpens 
  its master’s senses. While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage it if makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spell: If the familiar is within 5 feet of the 
  master when he casts a spell on himself he may have 
  the spell effect the familiar as well. It stops affecting 
  the familiar if it moves more than 5 feet away from its 
  master. Additionally it s master may cast a spell with 
  the subject “You” on the familiar. Spells can be shared 
  even if the spell would not normally affect the familiar.  
   
  Emphatic Link: The master has an emphatic link 
  out to a distance of a mile.  
   
  Deliver Touch Spells: If the master and the 
  familiar are in contact that the time the master casts a 
  touch spell the familiar may deliver it for him. 
   
  Speak with Master (Ex): The familiar and its 
  master can converse verbally as if they share a common 
  language. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 14 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 14 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  
  COR4-16 The Frozen Spire 
   
  Page 33 
  APPENDIX 2: 
  APL 8 
  Encounter 4: Into the Frozen Lands (EL 10) 
  �Dreamstealer Will-o’-Wisp (1): CR 8; Small undead 
  (incorporeal); HD 9d12; hp 54; Init +13; Spd Fly 50 ft. 
  (perfect).; AC 29, touch 29, flat-footed 20; Base Atk +6; 
  Grp +3; Atk +16 melee touch (1d4 plus 2d8 electricity  
  plus 1d6 Wisdom drain); Full Atk +16 melee touch 
  (1d4 plus 2d8 electricity plus 1d6 Wisdom drain); 
  Space/Reach 5 ft./5 ft.; SA Wisdom drain, wail of 
  doom; SQ Darkvision 60 ft., immunity to magic, 
  natural invisibility, unnatural aura, turn resistance, 
  undead, incorporeal; AL NE; SV Fort +3, Ref +12, Will 
  +9; Str -, Dex 29, Con -, Int 15, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +15, Diplomacy +5, Disguise 
  +3 (+5 vs. acting), Intimidate +5, Listen +17, Search +14, 
  Spot +17, Survival +3 (+5  following tracks); Alertness, 
  Blind-Fight, Dodge, Improved Initiative, Weapon 
  FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Encounter 5: The Ruins of Kalinarn (EL 8) 
  �Advanced 10 HD Caryatid Column (1): CR 7; 
  Medium Construct; HD 10d10+20; hp 77; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +5; Grp 
  +10; Atk +13 melee (1d10+9/19-20, +2 bastard sword 
  [two-handed]) or +9 melee (1d4+7, slam); Full Atk +13 
  melee (1d10+9/19-20, +2 bastard sword [two-handed]), or 
  +13 melee (1d10+7/19-20, +2 bastard sword [one-
  handed]) and +5 melee (1d4+2, slam) or +10/+10 melee 
  (1d4+5, slam); Space/Reach 5 ft./ 5ft.; SA -; SQ Break 
  weapon, column form, construct traits, hardness 8, 
  magic weapon; AL N; SV Fort +3, Ref +6, Will -2; Str 21, 
  Dex 16, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +8; 
  Improved Bull Rush, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) (B). 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a DC 15 
  Fortitude save or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic 
  weapon uses either the wielder's saver bonus or its own 
  save bonus, whichever is better.  
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a DC 15 Fortitude save 
  to resist this effect. 
   
  Column 
  Form 
  (Ex): 
  When 
  at 
  rest 
  (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone. This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (DC 
  15 Climb check). 
   
  A caryatid column in column form looks like a 
  pillar in most respects. It does not radiate magic, and 
  true seeing does not reveal its humanoid form. Careful 
  examination of the column (DC 25 Search check) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword. Anyone who 
  successfully makes a DC 12 Knowledge (architecture 
  and engineering) check notes that the column serves 
  
  COR4-16 The Frozen Spire 
   
  Page 34 
  no structural purpose since it bears none of the 
  ceiling's weight. A close examination of the top of the 
  column (DC 15 Search check) or a keen eye (DC 20 
  Spot check) shows that the column is not cemented or 
  joined to the ceiling. Dwarves and other creatures with 
  stonecunning received a free Search check as though 
  actively looking when they pass within 10 feet of a 
  caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Encounter 10: The Hall of Wyrms (EL 10) 
  �Skeletal Old White Dragon (2): CR 8; Huge skeletal 
  dragon; HD 24+12; hp 200; Init +8; Spd 60 ft.; burrow 
  30 ft.; AC 22, touch 8, flat-footed 22; Base Atk +24; Grp 
  +41; Atk +31 melee (2d8+9, bite); Full Atk +31 melee 
  (2d8+9, bite), +26 melee (2d6+4, 2 claws), +26 melee 
  (1d8+4, 2 wings), +26 melee (2d6+13, tail slap); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA frightful 
  presence; SQ blindsense 60 ft., damage reduction 
  10/magic, 
  damage 
  reduction 
  5/bludgeoning, 
  darkvision 120 ft., icewalking, immunity to cold, low-
  light vision, spell resistance 21, undead traits; AL N; SV 
  Fort +13, Ref +14, Will +14; Str 29, Dex 10, Con -, Int -, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Improved Initiative. 
   
  Frightful Presence (Ex): 240 ft. radius, HD 23 or 
  fewer, DC 23 Will negates.  Creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for 4d6 rounds. A creature 
  that saves vs. this effect remains immune to that 
  dragon’s frightful presence for 24 hours. 
   
  Blindsense (Ex): The dragon can sense the 
  location of all creatures within 60 ft.  
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must be 
  icy. It is always in effect. 
   
  Cold Immunity: A creature immune to cold is 
  particularly susceptible to fire. Such a creature takes an 
  additional 50% damage whether any saving throw (if 
  allowed) is successful. 
   
  Encounter 12: The Insane Dead (EL 11) 
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz7: CR 10; Medium undead (incorporeal); HD 
  8d12; hp 61; Init +7; Spd 30 ft., fly 60 ft. (good); AC 18, 
  touch 18, flat-footed 15; Base Atk +3, Grp -, Atk +3 
  melee (1d3 plus 1d6 Wisdom drain, incorporeal touch 
  attack); Full Atk +3 melee (1d3 plus 1d6 Wisdom drain, 
  incorporeal touch attack); Space/Reach 5 ft./5 ft.; SA 
  Spells, Wisdom drain, wail of doom; SQ Summon 
  familiar, unnatural aura, turn resistance, undead, 
  incorporeal; AL NE; SV Fort +3, Ref +8, Will +6; Str -, 
  Dex 16, Con -, Int 17, Wis 11, Cha 21. 
   
  Skills and Feats: Concentration +15, Decipher 
  Script +15, Knowledge (arcana) +14, Knowledge 
  (history) +12, Knowledge (Splintered Sun) +12, 
  Knowledge (the planes) +8 Spellcraft +17; Craft Wand, 
  Combat Casting, Improved Initiative, Improved 
  Counterspell, Improved Familiar, Scribe Scroll. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 19 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 19 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
  
  COR4-16 The Frozen Spire 
   
  Page 35 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Spells Prepared: (4/5/4/3/1: base DC = 13 + spell 
  level): 0- detect magic (2), open/close, read magic; 1st-
  burning hands (2), comprehend languages, shocking grasp, 
  unseen servant; 2nd- knock, scorching ray, web (2); 3rd- dispel 
  magic, fireball, protection from energy; 4th- fire shield*. 
   
  Spells Known:  (5/5; base DC = 15 + spell level): 0-
  dancing lights, mage hand, message, prestidigitation; 1st- ray 
  of enfeeblement, shield. 
   
  Possessions: Cloak of resistance +1, wand of scorching ray 
  [CL 3rd, 6 chgs.], wand of endure elements [CL 1st, 16 
  chgs.], pearl of power [1st level], pearl of power [2nd level]. 
   
  �Imp Dreamstealer Familiar: CR-; Tiny undead 
  (incorporeal); HD 7; hp 30; Init +3; Spd 20 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 16; Base Atk +3; 
  Grp -5; Atk +8 melee (1d4 plus poison plus Wisdom 
  drain, incorporeal touch [sting]); Full Atk +8 melee 
  (1d4 plus poison plus Wisdom drain, incorporeal touch 
  [sting]); Space/Reach 2 -1/2 ft./0 ft.; SA poison, spell-
  like abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast healing 2, 
  immunity to poison, improved evasion, resistance to 
  fire 5, Alertness, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master, 
  speak with animals of its kind, unnatural aura, turn 
  resistance, undead, incorporeal; AL NE; SV Fort +3, Ref 
  +6, Will +4; Str -, Dex 17, Con -, Int 10, Wis 12, Cha 18. 
   
  Skills and Feats: Diplomacy +10, Hide +17, 
  Knowledge (the planes) +6, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +10, Spot +7, Survival +1; 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will-detect good, detect magic, 
  invisibility (self only); 1/day-suggestion. Caster level 6th; 
  save DC 10 + spell level. Once per week an imp can use 
  commune to ask six questions (otherwise as the spell 
  cast by a 12th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat and boar. 
   
  Alertness (Ex): The presence of a familiar sharpens 
  its master’s senses. While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage it if makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spell: If the familiar is within 5 feet of the 
  master when he casts a spell on himself he may have 
  the spell effect the familiar as well. It stops affecting 
  the familiar if it moves more than 5 feet away from its 
  master. Additionally it s master may cast a spell with 
  the subject “You” on the familiar. Spells can be shared 
  even if the spell would not normally affect the familiar.  
   
  Emphatic Link: The master has an emphatic link 
  out to a distance of a mile.  
   
  Deliver Touch Spells: If the master and the 
  familiar are in contact that the time the master casts a 
  touch spell the familiar may deliver it for him. 
   
  Speak with Master (Ex): The familiar and its 
  master can converse verbally as if they share a common 
  language. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
  
  COR4-16 The Frozen Spire 
   
  Page 36 
  APPENDIX 3: 
  APL 10
  Encounter 4: Into the Frozen Lands (EL 12) 
  �Advanced 17 HD Dreamstealer Will-o’-Wisp (1): CR 
  10; Small undead (incorporeal); HD 17d12; hp 119; Init 
  +13; Spd Fly 50 ft. (perfect).; AC 29, touch 29, flat-
  footed 20; Base Atk +9/+4; Grp +8; Atk +18 melee touch 
  (1d4 plus 3d8 electricity  plus 1d6 Wisdom drain); Full 
  Atk +18/+13 melee touch (1d4 plus 3d8 electricity plus 
  1d6 Wisdom drain); Space/Reach 5 ft./5 ft.; SA 
  Wisdom drain, wail of doom; SQ Darkvision 60 ft., 
  immunity to magic, natural invisibility, unnatural aura, 
  turn resistance, undead, incorporeal; AL NE; SV Fort 
  +5, Ref +14, Will +13; Str -, Dex 29, Con -, Int 15, Wis 
  16, Cha 18. 
   
  Skills and Feats: Bluff +15, Diplomacy +10, Disguise 
  +5 (+7 vs. acting), Intimidate +14, Listen +24, Search 
  +21, Spot +24, Survival +10 (+12  following tracks); 
  Ability Focus (Wisdom drain), Alertness, Blind-Fight, 
  Dodge, Improved Initiative, Improved Natural Attack, 
  Weapon FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 24 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 22 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  �Dreamstealer Will-o’-Wisp (1): CR 8; Small undead 
  (incorporeal); HD 9d12; hp 54; Init +13; Spd Fly 50 ft. 
  (perfect).; AC 29, touch 29, flat-footed 20; Base Atk +6; 
  Grp +3; Atk +16 melee touch (1d4 plus 2d8 electricity  
  plus 1d6 Wisdom drain); Full Atk +16 melee touch 
  (1d4 plus 2d8 electricity plus 1d6 Wisdom drain); 
  Space/Reach 5 ft./5 ft.; SA Wisdom drain, wail of 
  doom; SQ Darkvision 60 ft., immunity to magic, 
  natural invisibility, unnatural aura, turn resistance, 
  undead, incorporeal; AL NE; SV Fort +3, Ref +12, Will 
  +9; Str -, Dex 29, Con -, Int 15, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +15, Diplomacy +5, Disguise 
  +3 (+5 vs. acting), Intimidate +5, Listen +17, Search +14, 
  Spot +17, Survival +3 (+5  following tracks); Alertness, 
  Blind-Fight, Dodge, Improved Initiative, Weapon 
  FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  
  COR4-16 The Frozen Spire 
   
  Page 37 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Encounter 5: The Ruins of Kalinarn (EL 10) 
  �Advanced 10 HD Caryatid Column (2): CR 7; 
  Medium construct; HD 10d10+20; hp 77; Init +3; Spd 
  30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +5; Grp 
  +10; Atk +13 melee (1d10+9/19-20, +2 bastard sword 
  [two-handed]) or +9 melee (1d4+7, slam); Full Atk +13 
  melee (1d10+9/19-20, +2 bastard sword [two-handed]), or 
  +13 melee (1d10+7/19-20, +2 bastard sword [one-
  handed]) and +5 melee (1d4+2, slam) or +10/+10 melee 
  (1d4+5, slam); Space/Reach 5 ft./ 5ft.; SA -; SQ Break 
  weapon, column form, construct traits, hardness 8, 
  magic weapon; AL N; SV Fort +3, Ref +6, Will -2; Str 21, 
  Dex 16, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +8; 
  Improved Bull Rush, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) (B). 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a DC 15 
  Fortitude save or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic 
  weapon uses either the wielder's saver bonus or its own 
  save bonus, whichever is better.  
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a DC 15 Fortitude save 
  to resist this effect. 
   
  Column 
  Form 
  (Ex): 
  When 
  at 
  rest 
  (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone. This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (DC 
  15 Climb check). 
   
  A caryatid column in column form looks like a 
  pillar in most respects. It does not radiate magic, and 
  true seeing does not reveal its humanoid form. Careful 
  examination of the column (DC 25 Search check) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword. Anyone who 
  successfully makes a DC 12 Knowledge (architecture 
  and engineering) check notes that the column serves 
  no structural purpose since it bears none of the 
  ceiling's weight. A close examination of the top of the 
  column (DC 15 Search check) or a keen eye (DC 20 
  Spot check) shows that the column is not cemented or 
  joined to the ceiling. Dwarves and other creatures with 
  stonecunning received a free Search check as though 
  actively looking when they pass within 10 feet of a 
  caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Encounter 10: The Hall of Wyrms (EL 12) 
  �Skeletal Great Wyrm White Dragon (1): CR 12; 
  Gargantuan skeletal dragon; HD 36d12+36; hp 270; Init 
  +4; Spd 60 ft., burrow 30 ft.; AC 12, touch 6, flat-footed 
  4; Base Atk +36, Grp +61; Atk +45 melee (4d6+13, bite); 
  Full Atk +45 melee (4d6+13, bite), +40 melee (2d8+6, 2 
  claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+19, 
  tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA 
  frightful presence, tail sweep; SQ blindsense 60 ft., 
  damage 
  reduction 
  20/magic, 
  damage 
  reduction 
  5/bludgeoning, 
  darkvision 
  120 
  ft., 
  icewalking, 
  immunity to cold, low-light vision, spell resistance 27, 
  undead traits; AL N; Fort +20, Ref +22, Will +20; Str 37, 
  Dex 10, Con -, Int 18, Wis 10, Cha 18. 
   
  Skills and Feats: Improved Initiative. 
  
  COR4-16 The Frozen Spire 
   
  Page 38 
   
  Frightful Presence (Ex): 240 ft. radius, HD 35 or 
  fewer, DC 32 Will negates.  Creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for 4d6 rounds. A creature 
  that saves vs. this effect remains immune to that 
  dragon’s frightful presence for 24 hours. 
   
  Blindsense (Ex): The dragon can sense the 
  location of all creatures within 60 ft.  
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must be 
  icy. It is always in effect. 
   
  Tail Sweep (Ex): Half-circle 30 ft. in diameter; 
  Small or smaller opponents take 2d6+19 points of 
  bludgeoning damage, Reflex DC 35 half. 
    
  Cold Immunity: A creature immune to cold is 
  particularly susceptible to fire. Such a creature takes an 
  additional 50% damage whether any saving throw (if 
  allowed) is successful. 
   
  Encounter 12: The Insane Dead (EL 13) 
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz9: CR 12; Medium undead (incorporeal); HD 
  10d12; hp 75; Init +7; Spd 30 ft., fly 60 ft. (good); AC 18, 
  touch 18, flat-footed 15; Base Atk +4, Grp -, Atk +4 
  melee (1d3 plus 1d6 Wisdom drain, incorporeal touch 
  attack); Full Atk +4 melee (1d3 plus 1d6 Wisdom drain, 
  incorporeal touch attack); Space/Reach 5 ft./5 ft.; SA 
  Spells, Wisdom drain, wail of doom; SQ Summon 
  familiar, unnatural aura, turn resistance, undead, 
  incorporeal; AL NE; SV Fort +5, Ref +8, Will +8; Str -, 
  Dex 16, Con -, Int 17, Wis 11, Cha 20. 
   
  Skills and Feats: Concentration +17, Decipher 
  Script +17, Knowledge (arcana) +16, Knowledge 
  (history) +12, Knowledge (Splintered Sun) +12, 
  Knowledge (the planes) +10 Spellcraft +19; Craft 
  Wand, Combat Casting, Improved Initiative, Improved 
  Counterspell, Improved Familiar, Scribe Scroll, Spell 
  Focus (evocation). 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 20 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 20 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  
  COR4-16 The Frozen Spire 
   
  Page 39 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Spells Prepared: (4/5/5/4/2/1: base DC = 13 + spell 
  level; base DC = 14 + spell level vs. evocation spells): 0- 
  detect magic (2), open/close, read magic; 1st-burning hands* 
  (2), comprehend languages, shocking grasp*, unseen servant; 
  2nd- knock, scorching ray* (2), web (2); 3rd- dispel magic, 
  fireball*, protection from energy; 4th- fire shield*, phantasmal 
  killer; 5th- cloudkill. 
   
  Spells Known: (5/5; base DC = 15 + spell level): 0-
  dancing lights, mage hand, message, prestidigitation; 1st- ray 
  of enfeeblement, shield. 
   
  *Evocation spell. 
   
  Possessions: Cloak of resistance +2, wand of scorching ray 
  [CL 3rd, 6 chgs.], wand of endure elements [CL 1st, 16 
  chgs.], pearl of power [1st level], pearl of power [2nd level], 
  staff of fire [CL 8th, 20 chgs.]. 
   
  �Imp Dreamstealer Familiar: CR-; Tiny undead 
  (incorporeal); HD 7; hp 37; Init +3; Spd 20 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 16; Base Atk +4; 
  Grp -4; Atk +9 melee (1d4 plus poison plus Wisdom 
  drain, incorporeal touch [sting]); Full Atk +9 melee 
  (1d4 plus poison plus Wisdom drain, incorporeal touch 
  [sting]); Space/Reach 2 -1/2 ft./0 ft.; SA poison, spell-
  like abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast healing 2, 
  immunity to poison, improved evasion, resistance to 
  fire 5, Alertness, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master, 
  speak with animals of its kind, unnatural aura, turn 
  resistance, undead, incorporeal; AL NE; SV Fort +4, Ref 
  +7, Will +9; Str -, Dex 17, Con -, Int 10, Wis 12, Cha 18. 
   
  Skills and Feats: Diplomacy +10, Hide +17, 
  Knowledge (the planes) +7, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +12, Spot +7, Survival +1; 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will-detect good, detect magic, 
  invisibility (self only); 1/day-suggestion. Caster level 6th; 
  save DC 10 + spell level. Once per week an imp can use 
  commune to ask six questions (otherwise as the spell 
  cast by a 12th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat and boar. 
   
  Alertness (Ex): The presence of a familiar sharpens 
  its master’s senses. While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage it if makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spell: If the familiar is within 5 feet of the 
  master when he casts a spell on himself he may have 
  the spell effect the familiar as well. It stops affecting 
  the familiar if it moves more than 5 feet away from its 
  master. Additionally it s master may cast a spell with 
  the subject “You” on the familiar. Spells can be shared 
  even if the spell would not normally affect the familiar.  
   
  Emphatic Link: The master has an emphatic link 
  out to a distance of a mile.  
   
  Deliver Touch Spells: If the master and the 
  familiar are in contact that the time the master casts a 
  touch spell the familiar may deliver it for him. 
   
  Speak with Master (Ex): The familiar and its 
  master can converse verbally as if they share a common 
  language. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
  
  COR4-16 The Frozen Spire 
   
  Page 40 
  APPENDIX 4: 
  APL 12 
  Encounter 4: Into the Frozen Lands (EL 14) 
  �Advanced 17 HD Dreamstealer Will-o’-Wisp (3): CR 
  10; Small undead (incorporeal); HD 17d12; hp 119; Init 
  +13; Spd Fly 50 ft. (perfect).; AC 29, touch 29, flat-
  footed 20; Base Atk +9/+4; Grp +8; Atk +18 melee touch 
  (1d4 plus 3d8 electricity  plus 1d6 Wisdom drain); Full 
  Atk +18/+13 melee touch (1d4 plus 3d8 electricity plus 
  1d6 Wisdom drain); Space/Reach 5 ft./5 ft.; SA 
  Wisdom drain, wail of doom; SQ Darkvision 60 ft., 
  immunity to magic, natural invisibility, unnatural aura, 
  turn resistance, undead, incorporeal; AL NE; SV Fort 
  +5, Ref +14, Will +13; Str -, Dex 29, Con -, Int 15, Wis 
  16, Cha 18. 
   
  Skills and Feats: Bluff +15, Diplomacy +10, Disguise 
  +5 (+7 vs. acting), Intimidate +14, Listen +24, Search 
  +21, Spot +24, Survival +10 (+12  following tracks); 
  Ability Focus (Wisdom drain), Alertness, Blind-Fight, 
  Dodge, Improved Initiative, Improved Natural Attack, 
  Weapon FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 24 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 22 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Encounter 5: The Ruins of Kalinarn (EL 12) 
  �Advanced 14 HD Caryatid Column (3): CR 8; Large 
  construct; HD 14d10+30; hp 111; Init +1; Spd 30 ft.; AC 
  21, touch 11, flat-footed 20; Base Atk +7/+2; Grp +17; 
  Atk +19 melee (2d8+17/19-20, +2 bastard sword [two-
  handed]) or +15 melee (1d4+15, slam); Full Atk 
  +19/+14 melee (2d8+17/19-20, +2 bastard sword [two-
  handed]), or +19/+14 melee (2d8+12/19-20, +2 bastard 
  sword [one-handed]) and +11 melee (1d6+5, slam) or 
  +16/+16 melee (1d6+10, slam); Space/Reach 10 ft./ 
  10ft.; SA -; SQ Break weapon, column form, construct 
  traits, hardness 8, magic weapon; AL N; SV Fort +4, Ref 
  +5, Will -1; Str 30, Dex 14, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +12; 
  Awesome Blow, Improved Bull Rush, Improved 
  Sunder, Power Attack, Weapon Focus (bastard sword) 
  (B). 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a DC 17 
  Fortitude save or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic 
  weapon uses either the wielder's saver bonus or its own 
  save bonus, whichever is better.  
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a DC 17 Fortitude save 
  to resist this effect. 
   
  Column 
  Form 
  (Ex): 
  When 
  at 
  rest 
  (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone. This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (DC 
  15 Climb check). 
   
  A caryatid column in column form looks like a 
  pillar in most respects. It does not radiate magic, and 
  true seeing does not reveal its humanoid form. Careful 
  examination of the column (DC 25 Search check) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword. Anyone who 
  successfully makes a DC 12 Knowledge (architecture 
  
  COR4-16 The Frozen Spire 
   
  Page 41 
  and engineering) check notes that the column serves 
  no structural purpose since it bears none of the 
  ceiling's weight. A close examination of the top of the 
  column (DC 15 Search check) or a keen eye (DC 20 
  Spot check) shows that the column is not cemented or 
  joined to the ceiling. Dwarves and other creatures with 
  stonecunning received a free Search check as though 
  actively looking when they pass within 10 feet of a 
  caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Encounter 10: The Hall of Wyrms (EL 14) 
  �Skeletal Great Wyrm White Dragon (1): CR 12; 
  Gargantuan skeletal dragon; HD 36d12+36; hp 270; Init 
  +4; Spd 60 ft., burrow 30 ft.; AC 12, touch 6, flat-footed 
  4; Base Atk +36, Grp +61; Atk +45 melee (4d6+13, bite); 
  Full Atk +45 melee (4d6+13, bite), +40 melee (2d8+6, 2 
  claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+19, 
  tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA 
  frightful presence, tail sweep; SQ blindsense 60 ft., 
  damage 
  reduction 
  20/magic, 
  damage 
  reduction 
  5/bludgeoning, 
  darkvision 
  120 
  ft., 
  icewalking, 
  immunity to cold, low-light vision, spell resistance 27, 
  undead traits; AL N; Fort +20, Ref +22, Will +20; Str 37, 
  Dex 10, Con -, Int 18, Wis 10, Cha 18. 
   
  Skills and Feats: Improved Initiative. 
   
  Frightful Presence (Ex): 240 ft. radius, HD 35 or 
  fewer, DC 32 Will negates.  Creatures with 4 or less 
  HD become panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds. A creature 
  that saves vs. this effect remains immune to that 
  dragon’s frightful presence for 24 hours. 
   
  Blindsense (Ex): The dragon can sense the 
  location of all creatures within 60 ft.  
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must be 
  icy. It is always in effect. 
   
  Tail Sweep (Ex): Half-circle 30 ft. in diameter; 
  Small or smaller opponents take 2d6+19 points of 
  bludgeoning damage, Reflex DC 35 half. 
   
  Cold Immunity: A creature immune to cold is 
  particularly susceptible to fire. Such a creature takes an 
  additional 50% damage whether any saving throw (if 
  allowed) is successful. 
   
  Encounter 12: The Insane Dead (EL 15) 
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz11: CR 14; Medium Undead (incorporeal); 
  HD 12d12; hp 89; Init +7; Spd 30 ft., fly 60 ft. (good); 
  AC 18, touch 18, flat-footed 15; Base Atk +5, Grp -, Atk 
  +5 melee (1d3 plus 1d6 Wisdom drain, incorporeal 
  touch attack); Full Atk +5 melee (1d3 plus 1d6 Wisdom 
  drain, incorporeal touch attack); Space/Reach 5 ft./5 ft.; 
  SA Spells, Wisdom drain, wail of doom; SQ Summon 
  familiar, unnatural aura, turn resistance, undead, 
  incorporeal; AL NE; SV Fort +5, Ref +8, Will +9; Str -, 
  Dex 16, Con -, Int 17, Wis 11, Cha 21. 
   
  Skills and Feats: Concentration +19, Decipher 
  Script +19, Knowledge (arcana) +18, Knowledge 
  (history) +12, Knowledge (Splintered Sun) +12, 
  Knowledge (the planes) +12 Spellcraft +21; Craft Staff, 
  Craft Wand, Combat Casting, Improved Initiative, 
  Improved Counterspell, Improved Familiar, Scribe 
  Scroll, Spell Focus (evocation). 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 21 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 21 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  
  COR4-16 The Frozen Spire 
   
  Page 42 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Spells Prepared: (4/5/5/5/3/2/1: base DC = 13 + 
  spell level; base DC = 14 + spell level vs. evocation 
  spells): 0- detect magic (2), open/close, read magic; 1st-
  burning hands* (2), comprehend languages, shocking grasp*, 
  unseen servant; 2nd- knock, scorching ray* (2), web (2); 3rd- 
  dispel magic, fireball*, protection from energy, vampiric touch 
  (2); 4th- fire shield*, phantasmal killer, shout*; 5th- cloudkill, 
  dominate person; 6th-greater dispel magic. 
   
  Spells Known: (5/5; base DC = 15 + spell level): 0-
  dancing lights, mage hand, message, prestidigitation; 1st- ray 
  of enfeeblement, shield. 
   
  *Evocation spell. 
   
  Possessions: Cloak of resistance +2, wand of scorching ray 
  [CL 3rd, 6 chgs.], wand of endure elements [CL 1st, 16 
  chgs.], pearl of power [1st level], pearl of power [2nd level], 
  staff of fire [CL 8th, 20 chgs.], lesser metamagic rod of 
  empower. 
   
  �Imp Dreamstealer Familiar: CR-; Tiny undead 
  (incorporeal); HD 7; hp 44; Init +3; Spd 20 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 16; Base Atk +5; 
  Grp -3; Atk +10 melee (1d4 plus poison plus Wisdom 
  drain, incorporeal touch [sting]); Full Atk +10 melee 
  (1d4 plus poison plus Wisdom drain, incorporeal touch 
  [sting]); Space/Reach 2 -1/2 ft./0 ft.; SA poison, spell-
  like abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast healing 2, 
  immunity to poison, improved evasion, resistance to 
  fire 5, Alertness, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master, 
  speak with animals of its kind, unnatural aura, turn 
  resistance, undead, incorporeal; AL NE; SV Fort +4, Ref 
  +7, Will +10; Str -, Dex 17, Con -, Int 10, Wis 12, Cha 
  18. 
   
  Skills and Feats: Diplomacy +10, Hide +17, 
  Knowledge (the planes) +9, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +14, Spot +7, Survival +1; 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will-detect good, detect magic, 
  invisibility (self only); 1/day-suggestion. Caster level 6th; 
  save DC 10 + spell level. Once per week an imp can use 
  commune to ask six questions (otherwise as the spell 
  cast by a 12th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat and boar. 
   
  Alertness (Ex): The presence of a familiar sharpens 
  its master’s senses. While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage it if makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spell: If the familiar is within 5 feet of the 
  master when he casts a spell on himself he may have 
  the spell effect the familiar as well. It stops affecting 
  the familiar if it moves more than 5 feet away from its 
  master. Additionally it s master may cast a spell with 
  the subject “You” on the familiar. Spells can be shared 
  even if the spell would not normally affect the familiar.  
   
  Emphatic Link: The master has an emphatic link 
  out to a distance of a mile.  
   
  Deliver Touch Spells: If the master and the 
  familiar are in contact that the time the master casts a 
  touch spell the familiar may deliver it for him. 
   
  Speak with Master (Ex): The familiar and its 
  master can converse verbally as if they share a common 
  language. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
  
  COR4-16 The Frozen Spire 
   
  Page 43 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
   
  
  COR4-16 The Frozen Spire 
   
  Page 44 
  APPENDIX 5: 
  APL 14 
  Encounter 4: Into the Frozen Lands (EL 16) 
  �Advanced 17 HD Dreamstealer Will-O’-Wisp (5): 
  CR 10; Small Undead (incorporeal); HD 17d12; hp 119; 
  Init +13; Spd Fly 50 ft. (perfect).; AC 29, touch 29, flat-
  footed 20; Base Atk +9/+4; Grp +8; Atk +18 melee touch 
  (1d4 plus 3d8 electricity  plus 1d6 Wisdom drain); Full 
  Atk +18/+13 melee touch (1d4 plus 3d8 electricity plus 
  1d6 Wisdom drain); Space/Reach 5 ft./5 ft.; SA 
  Wisdom drain, wail of doom; SQ Darkvision 60 ft., 
  immunity to magic, natural invisibility, unnatural aura, 
  turn resistance, undead, incorporeal; AL NE; SV Fort 
  +5, Ref +14, Will +13; Str -, Dex 29, Con -, Int 15, Wis 
  16, Cha 18. 
   
  Skills and Feats: Bluff +15, Diplomacy +10, Disguise 
  +5 (+7 vs. acting), Intimidate +14, Listen +24, Search 
  +21, Spot +24, Survival +10 (+12  following tracks); 
  Ability Focus (Wisdom drain), Alertness, Blind-Fight, 
  Dodge, Improved Initiative, Improved Natural Attack, 
  Weapon FinesseB. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 24 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 22 Will 
  save or suffer 9d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 9 
  rounds. 
   
  Immunity to Magic (Ex):  A will-o’-wisp is 
  immune to most spells or spell-like abilities that allow 
  spell resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Encounter 5: The Ruins of Kalinarn (EL 14) 
  �Advanced 18 HD Caryatid Column (4): CR 9; Large-
  size Construct; HD 18d10+30; hp 135; Init +1; Spd 30 
  ft.; AC 21, touch 11, flat-footed 20; Base Atk +9/+4; Grp 
  +18; Atk +21 melee (2d8+17/17-20, +2 bastard sword 
  [two-handed]) or +17 melee (1d4+15, slam); Full Atk 
  +21/+16 melee (2d8+17/17-20, +2 bastard sword [two-
  handed]), or +21/+16 melee (2d8+12/17-20, +2 bastard 
  sword [one-handed]) and +13 melee (1d6+5, slam) or 
  +18/+18 melee (1d6+10, slam); Space/Reach 10 ft./ 
  10ft.; SA -; SQ Break weapon, column form, construct 
  traits, hardness 8, magic weapon; AL N; SV Fort +6, Ref 
  +7, Will +1; Str 31, Dex 14, Con -, Int 6, Wis 1, Cha 1. 
   
  Skills and Feats: Diplomacy -3, Sense Motive +16; 
  Awesome Blow, Blind-Fight, Improved Bull Rush, 
  Improved Critical, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) (B). 
   
  Break Weapon (Su): A caryatid column is imbued 
  with a supernatural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a DC 19 
  Fortitude save or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic 
  weapon uses either the wielder's saver bonus or its own 
  save bonus, whichever is better.  
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a DC 19 Fortitude save 
  to resist this effect. 
   
  Column 
  Form 
  (Ex): 
  When 
  at 
  rest 
  (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone. This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (DC 
  15 Climb check). 
   
  A caryatid column in column form looks like a 
  pillar in most respects. It does not radiate magic, and 
  true seeing does not reveal its humanoid form. Careful 
  examination of the column (DC 25 Search check) 
  reveals very faint and distorted lines that make the 
  
  COR4-16 The Frozen Spire 
   
  Page 45 
  pillar resemble a woman with a sword. Anyone who 
  successfully makes a DC 12 Knowledge (architecture 
  and engineering) check notes that the column serves 
  no structural purpose since it bears none of the 
  ceiling's weight. A close examination of the top of the 
  column (DC 15 Search check) or a keen eye (DC 20 
  Spot check) shows that the column is not cemented or 
  joined to the ceiling. Dwarves and other creatures with 
  stonecunning received a free Search check as though 
  actively looking when they pass within 10 feet of a 
  caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex): Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon: A magic weapon is incorporated 
  into a caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Encounter 10: The Hall of Wyrms (EL 16) 
  �Skeletal Great Wyrm White Dragon (3): CR 12; 
  Gargantuan skeletal dragon; HD 36d12+36; hp 270; Init 
  +4; Spd 60 ft., burrow 30 ft.; AC 12, touch 6, flat-footed 
  4; Base Atk +36, Grp +61; Atk +45 melee (4d6+13, bite); 
  Full Atk +45 melee (4d6+13, bite), +40 melee (2d8+6, 2 
  claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+19, 
  tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA 
  frightful presence, tail sweep; SQ blindsense 60 ft., 
  damage 
  reduction 
  20/magic, 
  damage 
  reduction 
  5/bludgeoning, 
  darkvision 
  120 
  ft., 
  icewalking, 
  immunity to cold, low-light vision, spell resistance 27, 
  undead traits; AL N; Fort +20, Ref +22, Will +20; Str 37, 
  Dex 10, Con -, Int 18, Wis 10, Cha 18. 
   
  Skills and Feats: Improved Initiative. 
   
  Frightful Presence (Ex): 240 ft. radius, HD 35 or 
  fewer, DC 32 Will negates.  Creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for 4d6 rounds. A creature 
  that saves vs. this effect remains immune to that 
  dragon’s frightful presence for 24 hours. 
   
  Blindsense (Ex): The dragon can sense the 
  location of all creatures within 60 ft.  
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must be 
  icy. It is always in effect. 
   
  Tail Sweep (Ex): Half-circle 30 ft. in diameter; 
  Small or smaller opponents take 2d6+19 points of 
  bludgeoning damage, Reflex DC 35 half. 
   
  Cold Immunity: A creature immune to cold is 
  particularly susceptible to fire. Such a creature takes an 
  additional 50% damage whether any saving throw (if 
  allowed) is successful. 
   
  Encounter 12: The Insane Dead (EL 17) 
  �Lynerden Oberannin: male human dreamstealer 
  Sor1/Wiz13: CR 16; Medium Undead (incorporeal); 
  HD 14d12; hp 103; Init +7; Spd 30 ft., fly 60 ft. (good); 
  AC 18, touch 18, flat-footed 15; Base Atk +6/+1, Grp -, 
  Atk +6 melee (1d3 plus 1d6 Wisdom drain, incorporeal 
  touch attack); Full Atk +6/+1 melee (1d3 plus 1d6 
  Wisdom drain, incorporeal touch attack); Space/Reach 
  5 ft./5 ft.; SA Spells, Wisdom drain, wail of doom; SQ 
  Summon familiar, unnatural aura, turn resistance, 
  undead, incorporeal; AL NE; SV Fort +6, Ref +9, Will 
  +10; Str -, Dex 16, Con -, Int 17, Wis 11, Cha 21. 
   
  Skills and Feats: Concentration +21, Decipher 
  Script +21, Knowledge (arcana) +20, Knowledge 
  (history) +12, Knowledge (Splintered Sun) +12, 
  Knowledge (the planes) +14 Spellcraft +23; Craft Staff, 
  Craft Wand, Combat Casting, Improved Initiative, 
  Improved Counterspell, Improved Familiar, Scribe 
  Scroll, Spell Focus (evocation). 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 22 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 22 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  
  COR4-16 The Frozen Spire 
   
  Page 46 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Spells Prepared: (4/5/5/5/4/3/2/1: base DC = 13 + 
  spell level; base DC = 14 + spell level vs. evocation 
  spells): 0- detect magic (2), open/close, read magic; 1st-
  burning hands* (2), comprehend languages, shocking grasp*, 
  unseen servant; 2nd- knock, scorching ray* (2), web (2); 3rd- 
  dispel magic, fireball*, protection from energy, vampiric touch 
  (2); 4th- enervation, fire shield*, phantasmal killer, shout*; 
  5th- cloudkill, dominate person, feeblemind; 6th- chain 
  lightning, greater dispel magic; 7th- prismatic spray. 
   
  Spells Known: (5/5; base DC = 15 + spell level): 0-
  dancing lights, mage hand, message, prestidigitation; 1st- ray 
  of enfeeblement, shield. 
   
  *Evocation spell. 
   
  Possessions: Cloak of resistance +2, wand of scorching ray 
  [CL 3rd, 6 chgs.], wand of endure elements [CL 1st, 16 
  chgs.], pearl of power [1st level], pearl of power [2nd level], 
  staff of fire [CL 8th, 20 chgs.], lesser metamagic rod of 
  empower, pearl of power [5th level]. 
   
  �Imp Dreamstealer Familiar: CR-; Tiny undead 
  (incorporeal); HD 7; hp 54; Init +3; Spd 20 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 16; Base Atk +6/+1; 
  Grp -3; Atk +11 melee (1d4 plus poison plus Wisdom 
  drain, incorporeal touch [sting]); Full Atk +11/+6 
  melee (1d4 plus poison plus Wisdom drain, incorporeal 
  touch [sting]); Space/Reach 2 -1/2 ft./0 ft.; SA poison, 
  spell-like abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast healing 2, 
  immunity to poison, improved evasion, resistance to 
  fire 5, Alertness, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master, 
  speak with animals of its kind, unnatural aura, turn 
  resistance, undead, incorporeal; AL NE; SV Fort +5, Ref 
  +8, Will +11; Str -, Dex 17, Con -, Int 10, Wis 12, Cha 18. 
   
  Skills and Feats: Diplomacy +10, Hide +17, 
  Knowledge (the planes) +11, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +16, Spot +7, Survival +1; 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will-detect good, detect magic, 
  invisibility (self only); 1/day-suggestion. Caster level 6th; 
  save DC 10 + spell level. Once per week an imp can use 
  commune to ask six questions (otherwise as the spell 
  cast by a 12th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat and boar. 
   
  Alertness (Ex): The presence of a familiar sharpens 
  its master’s senses. While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage it if makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spell: If the familiar is within 5 feet of the 
  master when he casts a spell on himself he may have 
  the spell effect the familiar as well. It stops affecting 
  the familiar if it moves more than 5 feet away from its 
  master. Additionally it s master may cast a spell with 
  the subject “You” on the familiar. Spells can be shared 
  even if the spell would not normally affect the familiar.  
   
  Emphatic Link: The master has an emphatic link 
  out to a distance of a mile.  
   
  Deliver Touch Spells: If the master and the 
  familiar are in contact that the time the master casts a 
  touch spell the familiar may deliver it for him. 
   
  Speak with Master (Ex): The familiar and its 
  master can converse verbally as if they share a common 
  language. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a DC 17 Will 
  save or suffer 6d4 points of damage. Affected creatures 
  also suffer a -2 morale penalty on saving throws for 1 
  round per dreamstealer spawn Hit Dice. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. It cannot be 
  
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  raised, and resurrection works only if it is willing. 
  Undead possess darkvision 60 ft. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
   
   
   
  
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  APPENDIX 5: 
  RULES FOR FIGHTING IN ICE AND SNOW 
  Weather Types 
  Snow: Falling snow cuts visibility ranges in half, 
  resulting in a –4 penalty on Spot and Search checks. 
  Ranged weapon attacks and Listen checks are at a –4 
  penalty. A day of snowfall leaves 1d6 inches of snow on 
  the ground. It costs two squares of movement to enter 
  a snow-covered square. Falling snow has a 50% chance 
  of extinguishing small, unprotected flames such as 
  candles.   
   
  Heavy snow: Heavy snow obscures all forms of 
  sight, including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment (attacks by or against them 
  have a 20% miss chance) and all individuals suffer a –4 
  penalty on Spot and Search checks. Ranged weapon 
  attacks and Listen checks are at a –4 penalty. A day of 
  heavy snow leaves 1d4 feet of snow on the ground and 
  it costs 4 squares of movement to enter a square 
  covered with heavy snow. Heavy snow accompanied by 
  strong or severe winds may result in snowdrifts 1d3x5 
  ft. deep. Falling snow has a 50% chance of 
  extinguishing small, unprotected flames such as 
  candles.   
   
  Ice: Moving across slippery and/or icy areas can be 
  perilous. Moving across such areas must spend 2 
  squares of movement to enter a square covered by ice 
  and the DC for Balance and Tumble checks increases 
  by +5.  
   
  If making a move action the DC to successfully 
  move through the area is 5. Double moving through 
  such an area requires a successful DC 10 Balance check. 
  Failure indicates that the individual has fallen over.  
   
  Combatants may also charge in such conditions 
  but must make a DC 10 Balance check for each 
  multiple or (fraction thereof) of their normal move that 
  they charge. 
   
  A Balance check suffers the effects of any Armour 
  Check penalty the PC may be suffering. 
   
  Characters in prolonged contact with ice run the 
  risk of taking damage from severe cold. 
   
  Cold Dangers 
  Cold and exposure deal nonlethal damage to the 
  victim. This nonlethal damage cannot be recovered 
  until the character gets out of the cold and warms up 
  again. Once a character is rendered unconscious 
  through the accumulation of nonlethal damage, the 
  cold and exposure begins to deal lethal damage at the 
  same rate. 
   
  An unprotected character in cold weather (below 
  40° F) must make a Fortitude save each hour (DC 15, + 
  1 per previous check) or take 1d6 points of nonlethal 
  damage. A character who has the Survival skill may 
  receive a bonus on this saving throw and may be able 
  to apply this bonus to other characters as well (see the 
  skill Description). 
   
  In conditions of severe cold or exposure (below 0° 
  F), an unprotected character must make a Fortitude 
  save once every 10 minutes (DC 15, +1 per previous 
  check), taking 1d6 points of nonlethal damage on each 
  failed save. A character who has the Survival skill may 
  receive a bonus on this saving throw and may be able 
  to apply this bonus to other characters as well (see the 
  skill description). Characters wearing winter clothing 
  only need check once per hour for cold and exposure 
  damage. 
   
  A character who takes any nonlethal damage from 
  cold or exposure is beset by frostbite or hypothermia 
  (treat her as fatigued). These penalties end when the 
  character recovers the nonlethal damage she took from 
  the cold and exposure. 
   
  Extreme cold (below –20° F) deals 1d6 points of 
  lethal damage per minute (no save). In addition, a 
  character must make a Fortitude save (DC 15, +1 per 
  previous check) or take 1d4 points of nonlethal 
  damage. Those wearing metal armor or coming into 
  contact with very cold metal are affected as if by a chill 
  metal spell. 
   
   
   
   
  
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  APPENDIX 6:  
  THE DREAMING 
  Dream One 
  Sorcerers experience this dream during their first 
  night in the frozen lands.  
    
  A strange darkness envelops you, like so much thick fog. 
  Comforting it may be at first, protecting you from the harsh 
  light in which you were basking, but after an unknowable 
  while however a strange cold starts to seep into your bones. 
  Chilling unlike anything you have ever known, it begins to 
  permeate your entire body, slowly shutting down your senses 
  one by one.  
   
  Death rushes toward you on ebon wings summoned by 
  the feeble thrashing of your soul crying out in the night for 
  salvation. An even deeper shadow begins to form in front of 
  you; your doom is upon you. As you watch, terrified beyond 
  description, a tendril of darkness detaches itself from the 
  shadow and extends itself toward you. As it is about to touch 
  you, a second shadow as black as the deepest mine forms 
  between you both, blocking the progress of the first. A mighty 
  struggle seems to be taking place as the two creatures of 
  darkness struggle against one another. 
   
  Suddenly you hear a woman’s voice. It is as if she is 
  standing behind you. “Join me” she whispers “I cannot hold 
  your enemy at bay much longer…he is very strong.” 
   
  As she finishes speaking there is a sudden rushing 
  sound as the darkness implodes about you and you awake 
  with a jolt in your bedroll. 
   
  Dream Two 
  Sorcerers experience this dream during their second 
  night in the frozen lands. 
   
  A beautiful woman. A smoldering crater into which the sea 
  is pouring. The feel of the wind through your wings. The 
  exultation of the hunt and the kill. Hooded and cowled men, 
  their faces obscured kneeling in worship before you. The 
  feeling of power springing from toying with your victim. The 
  blue sky. The face of your father as you rend his body apart.  
   
  These feelings and images flash through your 
  consciousness one after another in a bewildering barrage of 
  alien sensations. 
   
  Darkness. Sleep. Relief 
   
  Dream Three 
  Sorcerers experience this dream during their third 
  night in the frozen lands. 
   
  With a shout the mass of warriors moves forward. Beyond 
  them, clustered in a narrow, steep-sided valley stand a 
  phalanx of heavily armored dwarven warriors who roar at 
  their approach. The human warriors respond in kind. 
  Crossbow bolts tear through their ranks but still they come 
  on, driven as if the very devils of hell are on their heels! With 
  a mighty crash the two armies collide; the dwarvish line 
  wavers, but stands firm. 
   
  Soon the dead carpet the ground in front of the 
  dwarvish line. Hundreds lie dead and dying but still the 
  orgy of slaughter continues.  
   
  As all looks to be lost a great exultation from above 
  brings a momentary pause in the fighting. Above the two 
  armies circles a great red-hued wyrm. As you watch it dives 
  toward the struggle and opens its jaws. 
   
  You awake, the sounds of combat still ringing in your 
  ears… 
   
  Encounter 9: Into Gyrtulyndarrath 
  A waking dream comes unbidden to you. As you gaze down 
  the passageway translucent figures move at the very limit of 
  your vision. As the vision comes more sharply into focus you 
  see a group of spectral, cruel-faced Flan of fearsome and fell 
  aspect processing down the corridor. Clad in robes of 
  shapeless but archaic cut their bald heads are reflected in the 
  guttering torch light.  
   
  A low muttering reminiscent of chanting reaches your 
  ears but the words are unintelligible. With a start you feel 
  something bump into you and suddenly the vision is swept 
  away like leaves caught in a gust of autumnal wind. 
   
  Encounter 10: Hall of the Wyrms 
  Entering this ancient place you feel the weight of thousands 
  of years of history bearing down upon you. This place is 
  without doubt old, even those of elvish blood would count it a 
  remnant of an elder time. 
   
  Your vision blurs for a moment and when it clears you 
  see the chamber as it was ages ago. Again you see the 
  translucent figures you saw earlier processing down between 
  twin rows of dragonesque pillars. The walls are decorated 
  with a series of massive tableaux depicting scenes of draconic 
  combat. A subdued light fills this chamber and shadows pool 
  deeply around the base of the pillars. 
   
  As you watch the spectral figures reach the ornately 
  carved door at the end of the chamber and pass beyond it. As 
  they disappear through the door the vision dissipates and 
  with a jolt you are returned to the present.  
   
  Encounter 12: The Insane Dead 
  The anger, rage and frustration you initially experienced 
  quickly recedes. Where once it threatened to overwhelm your 
  sanity you sense that now somehow it is being held in check. 
   
  With a jolt you realize that you are no longer in the 
  chamber, touching the sphere. Looking down, you can see the 
  lands of Icespire far below, laid out like a patchwork quilt. 
  You are not in control; some unseen force is guiding your 
  movements. It seems to gather itself for a moment and then 
  with a start catapults you toward the west.  
   
  Wind tears at your clothes and your hair as you scream 
  across the sky at an incredible speed. Far below you, the 
  tempestuous waters of the Gearnat pass beneath you. It seems 
  like only a matter of minutes before you leave the waters of 
  the Gearnat behind and begin to pass over the scorched and 
  blasted landscape of the Bright.  
  
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  Ahead of you a vast black cloud hangs motionless in the 
  sky. The very fabric of your soul exults as you draw closer 
  and while it is a disturbing and sinister sight you also see it 
  as a thing of great beauty. Below the cloud stands, half-
  buried among the dunes, stand row upon row of 
  mausoleums, shrines and other ceremonial edifices. At the 
  dead centre of the site towering over all the dunes and 
  buildings surrounding it stands a black-hued ziggurat, the 
  tip of which may intersect with the dark cloud hanging 
  above.  
   
  As you take all this in a seductive voice laden with 
  malice and longing purrs in your ear “Come...” 
   
  In a flash the vision is gone and you are surrounded 
  once again by your companions. Barely a second has passed 
  but you are exhausted. 
   
  
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  APPENDIX 7: 
  NEW RULES ITEMS 
  Caryatid Column 
  As presented in the Fiend Folio, p30. 
   
  Medium-Size Construct 
  Hit Dice:  6d10+20 (53 hp) 
  Initiative:  +3 
  Speed:  30 ft. 
  AC: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19 
  Base Attack/Grapple:  +4/+9 
  Attack:  +2 bastard sword +12 melee (two-handed) or 
  slam +9 melee 
  Full Attack:  +2 bastard sword +12 melee (two-handed) 
  or +2 bastard sword +12 melee and slam +4 melee or 2 
  slams +9 melee 
  Damage:  +2 bastard sword 1d10+9 (two-handed), or +2 
  bastard sword 1d10+7 and slam 1d4+2, or slam 1d4+7 
  Face/Reach:  5 ft./ 5 ft. 
  Special Attacks:  -- 
  Special Qualities:  Break weapon, column form, 
  construct traits, hardness 8, magic weapon 
  Saves:  Fort +2, Ref +5, Will -3 
  Abilities:  Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1 
  Skills:  Diplomacy -3, Sense Motive +4 
  Feats:  Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword) (B) 
  Climate/Terrain:  Any 
  Organization:  Solitary, corbel (2), or colonnade (4-24) 
  Challenge Rating:  6 
  Treasure:  -- 
  Alignment:  Always neutral 
  Advancement:  7-10 HD (Medium); 11-21 HD (Large) 
   
  A caryatid column looks like a simple stone pillar until 
  an unwary creature violates the strictures given to the 
  construct by its creator.  In the blink of an eye, the 
  caryatid column becomes a silk-draped, beautiful 
  female figure that wields a deadly magic weapon. 
   
  Caryatid columns are relentless opponents, and 
  they are surprisingly agile despite their stone 
  composition.  They dance fearlessly into combat and 
  expect feeble weapons to shatter against their marble 
  skin.  With martial skill uncommon in constructs, they 
  attack and break their foe's weapons. 
   
  Caryatid columns are incapable of speech. 
   
  Combat 
  Caryatid columns are typically assigned to guard a 
  particular 
  doorway 
  or 
  room 
  from 
  intrusion.  
  Sometimes these instructions are as simples as "Kill 
  anyone but me who enters this room," but a caryatid 
  column can understand more complicated instructions 
  such as an order to "Eject anyone who does not 
  perform the ritual observances upon entering this 
  room." 
   
  Caryatid columns are often places so that they take 
  fighting form when a target is within reach, allowing 
  the caryatid column to attack with surprise.  Upon 
  taking its normal fighting form, a caryatid column 
  fights tirelessly to fulfill the wording of its command 
  to the letter. 
   
  Break Weapon (Su):  A caryatid column is imbued 
  with a supernatural defense against weapon attacks.  
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become useless, 
  dealing no damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder's saver bonus or 
  its own save bonus, whichever is better.   
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage.  
  Magic ranged weapons receive a Fortitude save (DC 
  13) to resist this effect. 
   
  Column Form (Ex):  When at rest (not 
  commanded, or waiting to fulfill a command), a 
  caryatid column take the form of a simple column of 
  stone.  This column is about 2 feet in diameter, and it 
  extends up to the ceiling of the chamber or to a height 
  of 25 feet, whichever is less.  Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it 
  (Climb check DC 15). 
   
  A caryatid column in column form looks like a 
  pillar in most respects.  It does not radiate magic, and 
  true seeing does not reveal its humanoid form.  Careful 
  examination of the column (Search check DC 25) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword.  Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column 
  serves no structural purpose since it bears none of the 
  ceiling's weight.  A close examination of the top of the 
  column (Search check DC 15) or a keen eye (Spot 
  check DC 20) shows that the column is not cemented 
  or joined to the ceiling.  Dwarves and other creatures 
  with stonecunning received a free Search check as 
  though actively looking when they pass within 10 feet 
  of a caryatid column. 
   
  Changing forms is a free action, and a caryatid 
  column can change once per round. 
  
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  Construct Traits:  A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A caryatid column has 
  darkvision (60 ft. range). 
   
  Hardness (Ex):  Like an animated object made of 
  stone, a caryatid column has a hardness of 8. 
   
  Magic Weapon:  A magic weapon is incorporated 
  into a caryatid column at the time of its creation.  This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception:  Whenever it is out of the caryatid 
  column's hands, it reverts to stone and becomes a 
  nonmagical sculpture.  Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column's 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
   
  Skeletal Dragon 
  As presented in Draconomicon: The Book of Dragons, 
  pages 192-3. 
   
  Skeletal dragons are created via the animate dead spell 
  and function as normal skeletons in most ways, though 
  they retain a few of their draconic abilities and 
  qualities even after death. Despite a skeletal dragon’s 
  loss of sentience, the pinpoints of red light smoldering 
  in its eye sockets betray the spark of unlike that still 
  exists. 
   
  Like typical skeletons, skeletal dragons do not 
  only what they are ordered to do. They can draw no 
  conclusions of their own and take no initiative. 
  Necromancers particularly prize skeletal dragons, 
  because they make formidable guardians. They are 
  sturdier than a typical skeleton of their size, and their 
  added qualities strike terror into would-be intruders. 
   
  Powerful draconic spellcasters have even been 
  known to animate the skeletons o their fallen rivals, or 
  in the case of particularly vile dragons, family members 
  who have passed away. 
   
  Creating a Skeletal Dragon 
  “Skeletal” is an acquired template than can be applied 
  to any dragon (refered to hereafter as the base dragon). 
  A skeletal dragon uses all the base dragon’s statistics 
  and special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  undead. Do not recalculate the creature’s base attack 
  bonus, saves, or skill points. Size is unchanged. 
   
  Hit Dice: The base dragon’s Hit Dice remain the 
  same, but it loses any Constitution bonus to its hit 
  points (see Abilities, below). However, a skeletal 
  dragon gains bonus hit points equal to its HD. 
   
  Speed: The creature retains its land speed, but 
  loses fly and swim speeds. It if has a burrow or climb 
  speed, it retains that as well. 
   
  Armour Class: Replace the base dragon’s existing 
  natural armour bonus to AC with a new natural armour 
  bonus based on its size. 
   
  Size 
  Natural Armour 
  Up to Tiny 
  +0 
  Small 
  +1 
  Medium 
  +2 
  Large 
  +3 
  Huge 
  +4 
  Gargantuan 
  +6 
  Colossal 
  +10 
   
   
  Attacks: Same as the base dragon, except the skeletal 
  dragon cannot make crush attacks. 
   
  Special Attacks: A skeletal dragon loses all 
  supernatural and spell-like special abilities possessed 
  by the base dragon. It retains any exceptional special 
  attacks (such as frightful presence or improved grab). 
   
  Special Qualities: A skeletal dragon loses all 
  supernatural and spell-like special qualities possessed 
  by the base dragon. It retains any exceptional special 
  qualities (such as immunities or blindsense). It loses 
  any subtype it has, though it the base dragon had any 
  immunities based on its subtype (such as immunity to 
  fire for the fire subtype), it keeps those immunities 
  despite losing the subtype. It also gains additional 
  special qualities as noted below: 
   
  Damage Reduction (Ex): Skeletal dragons have 
  damage reduction 5/bludgeoning 
   
  Immunity to Cold (Ex): Skeletal dragons have 
  immunity to cold. 
   
  Undead Traits: A skeletal dragon is immune to 
  mind-affecting effects, poison, magical sleep effects, 
  paralysis, stunning, disease, death effects and any effect 
  that requires a Fortitude save unless it works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion 
  or death from massive damage. It cannot be raised and 
  resurrection works only it it is willing. It has 
  darkvision out to 60 feet (unless the dragon had a 
  greater range). 
   
  Saves: As undead, skeletal dragons are immune to 
  anything that requires a Fortitude save unless it affects 
  objects. 
   
  Abilities: A skeletal dragon retains the base 
  dragon’s Strength, Dexterity and Charisma scores. 
  Being undead, a skeletal dragon has no Constitution 
  score. It also has no Intelligence score. Its Wisdom 
  score becomes 10. 
   
  Skills: A skeletal dragon loses all skill ranks and 
  racial skill bonuses possessed by the base dragon 
  
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  Feats: A skeletal dragon loses all feats possessed by 
  the base dragon. It gains Improved Initiative as a bonus 
  feat. 
   
  Environment: Any. 
   
  Organization: Any. 
   
  Challenge Rating: Base dragon’s CR X ½ 
  (minimum 1). 
   
  Treasure: None. 
   
  Alignment: Always neutral. 
   
  Advancement: Up to +2 HD 
   
  Level Adjustment: -. 
   
  Dreamstealer Spawn (Template) 
  As presented in the Living Greyhawk Journal issue 24 
  [Dungeon 106], pages 93—94. 
   
  Dreamstealer spawn are madness made manifest - 
  living creatures consumed by nightmares. Creatures 
  killed by a dreamstealer rise as dreamstealer spawn. 
  Thus they can take many forms. Dreamstealer spawn 
  appear as inky black clouds shaped to roughly match 
  the form of their original body from which ebon 
  tendrils snake, continually forming and reforming.  
   
  Dreamstealer spawn can speak the languages they 
  knew in life, but their voices are sound high pitched, 
  distorted and tortured.   
   
  Creating a Dreamstealer spawn 
  "Dreamstealer spawn" is a template that can be any 
  living corporeal creature (referred to hereafter as the 
  "base creature"). It uses the base creature's statistics and 
  special abilities except as noted here. 
   
  Size and Type: The creature type changes to 
  undead, and it gains the incorporeal subtype. Size is 
  unchanged. Do not recalculate base attack bonus or 
  saves. 
   
  Hit Dice: All the base creature's Hit Dice become 
  d12s. Do not increase class Hit Dice. 
   
  Speed: Dreamstealer spawn gain a fly speed of 60 
  feet (good), unless the base creature has a better fly 
  speed.  
   
  AC: The dreamstealer spawn loses any natural 
  armor bonus the base creature possesses, but it gains a 
  deflection bonus equal to its Charisma bonus or +1, 
  whichever is higher.  
   
  Attacks: The dreamstealer spawn retains all the 
  attacks of the base creature, although those that rely on 
  physical contact become incorporeal touch attacks.  
   
  Damage: The dreamstealer spawn's incorporeal 
  touch attack deals 1d4 points of damage as well as any 
  damage from its special attacks (see below). 
   
  Special Attacks: The dreamstealer spawn retains 
  all the special attacks of the base creatures, except 
  those that rely on physical contact. A dreamstealer 
  spawn gains the wisdom drain and wail of doom abilities 
  described below. Saves have a DC of 10 + 1/2 
  dreamstealer spawn HD + dreamstealer spawn 
  Charisma modifier unless noted otherwise.  
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn’s incorporeal touch attack must 
  succeed at a Will save or suffer 1d6 points of 
  permanent Wisdom drain. As long as this damage 
  remains, the afflicted individual suffers from terrible 
  nightmares when he rests and must make a Fortitude 
  save or awaken fatigued. The dreamstealer heals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Wisdom, gaining any excess as temporary hit 
  points.  
   
  Wail of Doom (Sp): Once per day, the dreamstealer 
  may emit a bloodcurdling scream. All those within a 
  100 foot spread must make a Will save or suffer 5d4 
  points of damage or 1d4 points of damage per 
  dreamstealer spawn Hit Dice, whichever is greater. 
  Affected creatures also suffer a -2 morale penalty on 
  saving throws for 1 round per dreamstealer spawn Hit 
  Dice. 
   
  Special Qualities: A dreamstealer spawn has all the 
  special qualities of the base creature and those listed 
  below. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Undead: A dreamstealer spawn is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. It cannot be raised, and resurrection 
  works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armor. Dexterity modifier 
  applies to melee and range attacks. A dreamstealer 
  spawn always moves silently.  
   
  Saves: Same as the base creature. 
  Abilities: Same as the base creature, except that the 
  dreamstealer spawn has no Strength or Constitution 
  score, and its Charisma score increases by +4. 
  Skills: Same as the base creature. 
  Feats:  Same as the base creature. 
   
  Environment: Any land and underground 
  Organisation: Solitary, gang (2-5), or pack (6-11) 
  Challenge Rating: Same as base creature +2 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: Same as the base creature 
   
  
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  Feats 
  Dragonfriend [General] 
  You are a known and respected ally of dragons 
   
  Prerequisite: Cha 11, Speak Language (Draconic). 
   
  Benefit: You gain a +4 bonus to Diplomacy checks 
  made to adjust the attitude of a dragon, and a +2 bonus 
  on Ride checks made when you are mounted on a 
  dragon. 
   
  In addition, you gain a +4 bonus on saves again the 
  frightful presence of good dragons. 
   
  Special: You can’t select this feat if you have 
  already taken the Dragonthrall feat. 
   
  Dragonsong [General] 
  Your songs or poetics echo the power of the 
  dragonsong, an ancient style of vocal performance 
  created by dragons in the distant past. 
   
  Prerequisite: Cha 13, Knowledge (arcana) 4 ranks, 
  Perform 6 ranks, Speak Language (Draconic). 
   
  Benefit: You gain a +2 bonus on Perform checks 
  involving song, poetics or any other verbal or spoken 
  form of performance. 
   
  In addition, the DC of any saving throw required 
  by mind-affecting effects based on your song or poetics 
  (such as bardic music) is increased by +2. 
   
  Dragonthrall [General] 
  You have pledged your life to the service of evil 
  dragonkind. 
   
  Prerequisite: Speak Language (Draconic). 
   
  Benefit: You gain a +4 bonus to any Bluff check 
  made against a dragon, and a +2 bonus on Ride checks 
  made when you are mounted on a dragon. 
   
  You gain a +4 bonus on saves against the frightful 
  presence of evil dragons. 
   
  You take a -2 penalty on saves against 
  enchantment spells and effects cast by dragons. 
   
  Specials: You can’t select this feat if you have 
  already taken the Dragonfriend feat. 
   
  APPENDIX 8: 
  THE UNITED KINGDOM OF AHLISSA AT A GLANCE 
  Proper Name: United Kingdom of the Aerdy 
  Ruler: His Transcendent Imperial Majesty, Overking 
  Xavener I, Grand Prince of Kalstrand, Crowned Head 
  of House Darmen [NE hm Rog15] 
  Government: Feudal empire with hereditary rulership; 
  principalities are loosely governed by monarch whose 
  powers are limited by written agreements with major 
  nobles 
  Capital: Kalstrand 
  Major Towns: Carnifand (pop. 4,800), Hexpools (pop. 
  12,700), Innspa (pop. 12,200), Jalpa (pop. 22,900), 
  Kalstrand (pop. 24,000), Naerie City (pop. 6,300), 
  Nulbish (pop. 17,100), Orred (pop. 5,800), Pardue (pop. 
  4,100), Prymp (pop. 17,400), Ralsand (pop. 2,500), Rel 
  Deven (pop. 29,400), Sarndt (pop. 2,300), Torrich (pop. 
  27,500), Zelradton (pop. 12,900). 
  Provinces: Eight principalities, one capital principality, 
  various marchlands, and numerous petty noble fiefs 
  Resources: Foodstuffs, livestock, cloth, silver, copper, 
  gold, iron products, lumber, herbs, fine ale and beer, 
  historical and magical knowledge 
  Coinage: [Modified Aerdy] nightingale (pp), crown 
  (gp), noble (ep), penny (sp), common (cp) 
  Population: 3,836,100 - Human 79% (OSf), Halfling 9%, 
  Elf 5% (sylvan 90%), Dwarf 2%, Gnome 2%, Half-elf 1%. 
  Half-orc 1%, Orc 1%  
  Languages: Common, Old Oeridian, Orc, Halfling, 
  Elven 
  Alignments: N, NE, LE, LN, CE, CN, LG 
  Religions: Zilchus, Hextor, the Velaeri (Oeridian 
  agricultural gods), Xerbo, Fharlanghn, Olidammara, 
  Kord, Norebo, Ralishaz, Procan, Kurell, orc pantheon, 
  
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  halfling pantheon, Boccob, Wee Jas, Delleb, Syrul, 
  various goblinoid gods, Rudd, elf pantheon 
  Allies: Onnwal and Sunndi (grudgingly) 
  Enemies: Scarlet Brotherhood, North Kingdom, Iuz. 
  Ahlissa is gravely distrusted by many realms, 
  particularly those formerly part of or adjacent to the 
  Great Kingdom. The Rhennee hate Ahlissa and do not 
  travel there. 
    
  Overview: The most powerful and prosperous of 
  successor state of the fiend-ridden and despotic Great 
  Kingdom, Ahlissa is a fair and fertile land. While its 
  borders extend from the Azure to the Aerdi Sea, from 
  the Glorioles to the Flinty Hills, the heartland of the 
  United Kingdom is the rich and densely populated 
  floodplains of the Flamni and Thelly Rivers. Thanks to 
  the pragmatic policies of their rulers, most of Ahlissa’s 
  mighty cities escaped the devastation of the Greyhawk 
  Wars and the fragmentation of the Great Kingdom that 
  followed. Its wealth and lands largely intact, Ahlissa 
  has emerged as one of the foremost powers of the 
  eastern 
  Flanaess. 
  Many 
  attribute 
  this 
  to 
  the 
  enlightened rule of the charismatic Overking Xavener, 
  who has extended the olive branch of peace to many of 
  Aerdy’s old enemies, while investing the resources of 
  his vast realm into commerce rather than conflict.  
   
  History: The history of the Great Kingdom of 
  Aerdy is well known. Founded in fulfillment of the 
  prophecy of Joyhdee, Aerdy came to encompass three-
  fourths of the Flanaess before it sank into decadence 
  and decay. As the empire disintegrated, the princes of 
  Aerdy warred among themselves for possession of the 
  Malachite Throne. In a bloody civil war known as the 
  Turmoil Between the Crowns, the “fiend-seeing” 
  Celestial House of Naelax emerged supreme. Their 
  tyrannical rule brought the Great Kingdom to ruin and 
  collapse in the slaughter and madness of the Greyhawk 
  Wars. With the Fall of Rauxes in 586 CY, the Sun of 
  Aerdy splintered into several successor states. In 587 
  CY, Prince Xavener of Kalstrand gathered in conclave 
  the princes of what had been southern heartlands of 
  Aerdy and the South Province. Forging their disparate 
  ambitions into one common interest – survival,  
  Xavener emerged from the negotiations as the first 
  overking of the United Kingdom of Ahlissa. Since 
  Xavener’s coronation, the city of Innspa has joined the 
  realm, expanding the borders northward, while the 
  forests of the Adri and Grandwood and the ruins of 
  Chathold, Rauxes and large swaths of Medegia have 
  been claimed as Marchlands.  
   
  Rulership and Law: The United Kingdom is a 
  confederation of Aerdi princes, each ruling a vast fief 
  and owing vassalage and obedience to Xavener of 
  Kalstrand as overking. While Xavener has been given 
  almost free reign with in the sphere of foreign policy, 
  his power internally is in theory constrained by a 
  Council of Princes, which has the power to veto or 
  overrule his decrees on certain matters. In practice, 
  however, power struggles between the Celestial 
  Houses regularly deadlock the Council, giving the 
  overking more room to maneuver than he might 
  otherwise have. The support of the House of Darmen, 
  the Church of Zilchus and the Royal Guild of 
  Merchants of Aerdy, not to mention his considerable 
  personal charisma, serve to elevate Xavener above the 
  snapping piranha pit of Ahlissan princes.  
   
  The constituent principalities and marchlands of 
  the United Kingdom with their capitals and rulers are 
  listed below: 
   
  Capital Principality of Kalstrand,  
  Capital: Kalstrand 
  Ruler: Overking Xavener I (NE male human Rog15) of 
  House Darmen 
   
  Principality of Ahlissa,  
  Capital: Zelradton 
  Ruler: Prince Reydrich (NE male human Wiz20) of 
  House Naelax 
   
  Principality of Rel Deven,  
  Capital: Rel Deven 
  Ruler: Prince Carwend (N male human Wiz14) of 
  House Cranden 
   
  Principality of Jalpa,  
  Capital: Jalpa 
  Ruler: Prince Farland (LE male human Ftr12) of House 
  Darmen 
   
  Principality of Torrich  
  Capital: Torrich 
  Ruler: Prince Dilweg (LE male human Wiz16) of 
  House Darmen 
   
  Principality of Nulbish,  
  Capital: Nulbish 
  Ruler: Prince Harnnad (NE male human Ftr11) of 
  House Darmen 
   
  Principality of Naerie,  
  Capital: Naerie City 
  Ruler: Prince Barzhaan (LN male human Ftr13) of 
  House Haxx 
   
  Principality of Innspa,  
  Capital: Innspa 
  Ruler: Princess Karasin (NE female human Wiz10) of 
  House Garasteth 
   
  Principality of Rauxes,  
  Capital: Carnifand 
  Ruler: Baron Oswalden (NG male human Wiz15) of 
  House Cranden 
   
  Marchland of the Adri Forest,  
  Capital: Innspa 
  Ruler: Prince Molil (LN male human Ftr9) of House 
  Naelax 
   
  
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  Marchland of the Grandwood Forest,  
  Capital: Torrich 
  Ruler: Princess Bersheba (CE female human Rog9) of 
  House Darmen 
   
  Marchland of Medegia,  
  Capital: Nulbish 
  Ruler: Prince Gartrel (LE male human Ftr10) of House 
  Darmen 
   
  Marchland of Chathold,  
  Capital: Rel Deven 
  Ruler: Marquis Karn Serrand (LG male human Pal13 - 
  Rao) of House Cranden 
   
  Religion: The Church of Zilchus is the de facto state 
  religion of Ahlissa. Enjoying the support of not only 
  the overking but of the House of Darmen, the priests 
  of the Great Guildmaster are respected now to a degree 
  they could only dream about under the tyranny of the 
  Great Kingdom. The rise of Zilchus has been mirrored 
  in a decline in the fortunes of Hextor. Once the 
  preeminent faith of the Great Kingdom and still 
  paramount in the rival Great Kingdom of Northern 
  Aerdy, the allegiance of Hextor’s clergy is widely 
  regarded as suspect, especially in the Darmen lands. 
   
  Trade and Commerce: Commerce is Ahlissa’s life’s 
  blood. With its favorable climate, fertile lands and 
  strategic geographical position, the kingdom not only 
  has vast surpluses to trade but control of many 
  important trading routes, between the central Flanaess 
  and the Solnor Coast. The Royal Guild of Merchants of 
  Aerdy enjoys a monopoly over all commercial activities 
  in Ahlissa. In partnership with the church of Zilchus, 
  the Guild strives to strengthen and expand Ahlissa’s 
  already considerable commercial reach. 
   
  Conflicts and Intrigues: Ahlissa has recently 
  signed the Naerie Compact with the Free State of 
  Onnwal and the Kingdom of Sunndi. This accord 
  guarantees peace between these nations and allows 
  passage of Sunndian troops through the Principality of 
  Naerie. Many see this pact as nothing but a sham and 
  ponder at the wisdom of dealing with the old enemy. 
  The Scarlet Brotherhood has even more reason to 
  dislike the  pact – a true alliance between these three 
  nations could doom their occupation of Scant. 
  
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  APPENDIX 9: 
  TRENNENPORT AT A GLANCE 
  �Trennenport (Large Town): Conventional; AL LE; 
  5,000 gp limit; Assets xxxx gp; Population 2,900; Mixed 
  (human [OSf] 2291, half-orc 427, sahuagin 83, halfling 
  65, half-elf 34. 
   
  Authority Figures: Bortwimm (LE male human 
  Wiz13) 
   
  Important Figures: Remmannen (LN male human 
  Clr11 - Zilchus), High Priest of Zilchus, Ivshenndra 
  (LE, female human Clr9 – Hextor), Captain of the Port 
  Garrison, 
  Turlarenn 
  (LE 
  male 
  human 
  Ftr8), 
  Commander of the Trennenport Squadron. 
   
  Overview: Standing on the southern shores of Relmor 
  Bay, Trennenport’s proximity to Nyrond and the Iron 
  League states of Irongate and Onnwal have meant it 
  has long been a well-garrisoned naval port. To 
  landward, it is enclosed behind stout stone walls. To 
  seaward, several sturdy keeps replete with siege 
  engines ward the approaches to the harbor, while a 
  squadron of the Imperial Ahlissan Navy rides at anchor 
  in the harbor. Trennenport has prospered greatly 
  under the rule of the United Kingdom of Ahlissa. 
  Overking Xavener’s investments in naval power and 
  overseas trade have brought increased security and 
  commerce to the port. As the last safe haven between 
  Ahlissa and Hardby, Trennenport is an important stop 
  on the sea route to Greyhawk City and the markets of 
  the central Flanaess. From its sheltered harbor, 
  convoys of merchantmen set sail for the west under 
  the watchful eye of Imperial Ahlissan Navy escorts.  
   
  Rulership and Law: The mage Bortwimm (LE male 
  human Wiz13) rules Trennenport with an iron grip 
  and has done so for over three decades. A former vassal 
  of the Chelors, the ill-fated hertzogs of the old South 
  Province, he now serves Prince Reydrich of Ahlissa. 
  Many have commented on Bortwimm’s remarkable 
  talent for survival, despite the volatility of the times. 
  The truth may be far more mundane. Bortwimm is an 
  efficient administrator who devotes his time and 
  energy to running his fief, rather than engaging in 
  court intrigues in Zelradton or further afield, a rare and 
  valuable quality in the vassal of an Ahlissan prince.  
   
  Another factor in Bortwimm’s favor is his rapport 
  with the local sahaugin clans, which ensures not only 
  that the coast and Ahlissan shipping have been secure 
  from sea devil attacks, but also that Trennenport is 
  defended from seaward attack as few other ports are. 
  Nearly a decade ago, Bortwimm and the sauahgin 
  spent the better part of a year constructing a 
  mysterious structure under the waters of the harbor. 
  Many suspect it is some unique magical defense, but as 
  it has never been tested by a foe, none can say for sure.  
   
  The Trennenport Militia, backed up by the 
  soldiers of the Port Garrison and the Marines of the 
  naval squadron, enforce the rule of law with harshness 
  and vigor. Disorder is not tolerated and is crushed with 
  overwhelming force. Bortwimm acts as Trennenport’s 
  Judge of the Sessions and is not renowned for his 
  merciful disposition.          
   
  Religion: Several faiths are revered in Trennenport. In 
  addition to the larger temples, shrines can be found 
  with the town walls dedicated to Boccob (N, greater 
  god of Magic, Arcane Knowledge, Foresight and 
  Balance), Celestian (N (NG), Oeridian intermediate 
  god of Intermediate Deity of Stars, the Heavens and 
  Wanderers) and Kurell (CN, Oeridian lesser god of 
  Jealousy, Revenge and Theft). 
   
  Hall of Battle: Dedicated to Hextor, the halls of 
  this forbidding fortress-like temple echo almost 
  constantly with the clash of weapons as the faithful 
  practice their marital skills within. With its martial 
  past, Trennenport has long been home to priests of 
  Hextor, Unsurprisingly, the Champion of Hell enjoys 
  the reverence of many warriors of the Garrison. At 
  Reydrich’s direction, Bortwimm had the former 
  ranking Hextorite priest here executed for treason in 
  587 CY, replacing him with his deputy Ivshenndra. As 
  Hextor is less marginalized here than in the Darman 
  Lands, Ivshenndra is trusted enough to serve as 
  commander of the Port Garrison.  
   
  Sanctuary of the Storm Lord: Dominating the 
  waterfront, this complex of temple sanctuaries, sacred 
  pools and private docks forms the heart of 
  Trennenport’s Quays. Given the storms that regularly 
  whip up the waters of Relmor Bay, Procan is widely 
  worshiped here by the sizable majority of the populace 
  who make their living upon the waves, but is more 
  feared than loved. Sacrifices of gold, salt and other 
  items are made to appease the Storm Lord (and enrich 
  the temple priests). Along with the Storm Coast of 
  Onnwal, this part of Ahlissa shares the odd belief that 
  Osprem is the wife of Procan, who sooths her 
  husbands wrath with her songs. A small shrine to her 
  is found within the Sanctuary precincts 
   
  The Guildmaster’s Chapel: This “chapel” is 
  anything but a humble place of worship. Wealth 
  abounds here, from the golden doors to the jewel-
  encrusted idol of Zilchus that adorns the sanctuary. 
  From these opulent surroundings, the priests and 
  acolytes of the Great Guildmaster and the attendant 
  Factors of the Royal Guild of Merchants of Aerdy 
  control 
  virtually 
  all 
  trade 
  passing 
  through 
  Trennenport. The marble-floored nave is used as a 
  brokerage, where shipping agents, ships’ masters and 
  merchants meet to haggle over deals, bid for contracts 
  or tout for business, usually at the top of their voices. 
   
  Trade and Commerce: The port’s strategic location on 
  the Relmor Bay sea route has meant the Royal Guild Of 
  Merchants of Aerdy has greatly expanded its interest 
  
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  and brokerage house here, its various Writers, Agents 
  and Factors trying to skim some profit from the out 
  bound trade. Trennenport’s recent increase in 
  importance has enhanced the prestige of Remmannen, 
  the local high priest of Zilchus. It has also increased 
  his worries and responsibilities, as he works to ensure 
  that nothing interferes with the trade that is 
  Trennenport’s life’s blood. Most of the town’s crafts 
  and industries are devoted to the servicing of the naval 
  squadron and the convoys of merchantmen. Any threat 
  to the sea trade is therefore a threat to the port’s 
  livelihood (and Remmannen’s personal fortune).  
   
  Districts and Locales: Trennenport is clustered around 
  a sheltered bay that forms a breach in the otherwise 
  forbidding cliffs of Ahlissa’s Relmor Coast. The harbor 
  is further protected from heavy seas by a massive 
  granite breakwater. A smaller, but formidably fortified 
  pier separates the naval docks from the commercial 
  and fishing port, known locally as the Quays. Much of 
  the life and commercial activity of Trennenport is 
  concentrated around these granite piers and wooden 
  wharfs. By order of Bortwimm, itinerant traders are 
  banned from cluttering up the streets, which, while 
  unpopular with wandering tinkers, is a boon to the 
  local shopkeepers. Bortwimm administers his fief from 
  a tall slender tower that stands at the end of a small 
  promontory, just within the eastern wall of the town. 
  The tower has no fortifications other than a hardy 
  hedge of sea-holly and the fear of the consequences if 
  anyone raised their hand against the mage.   
   
  Intrigues and Whispers 
  Bortwimm has a pact with an ice fiend. The mage 
  sacrificed Icespire to the fiend in return for 
  immortality!  
   
  Bortwimm knows some terrible secret of Prince 
  Reydrich’s past. He uses it to blackmail the archmage-
  prince. That’s why he’s held onto power, when the 
  Chelors have come and gone.  
   
  Bortwimm IS Reydrich in disguise! Have you ever 
  seen the two together at the same time?  
   
  Sahuagin live in the bay, dwelling in some submerged 
  lair.  
   
  The Sea Devils have built a huge fortress under the 
  harbor at Bortwimm’s direction.  
   
  Bortwim is in fact a sahaugin disguised as a human 
  pretending to be Reydrich pretending to be 
  Bortwimm.  
   
  Ivshenndra and Turlarenn, the Commander of the 
  Naval Squadron, had a falling out that almost came to 
  blows. Afterwards, Turalenn returned to his flagship 
  angrily denouncing Ivshenndra a traitor.  
   
  
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  PLAYER’S HANDOUT 1: 
  A FRAGMENTARY SCROLL 
   
     
   
   
   
   
  "and when the great ones were slain that which was whole was rent asunder her 
  devoted hid the five shards so that the lowlanders would never again profane 
  them with their touch." 
   
  
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  PLAYER’S HANDOUT 2: 
  LYNERDEN OBERANNIN’S JOURNAL 
  Fragments from the Journal of Lynerden Oberannin, mage to the Tower of Kalinarn, known otherwise as “The Sailor’s 
  Light”. 
   
  Harvester 21, 564 CY.  Arrived at Kalinarn this forenoon. I had set out at dawn to avoid the evening rains 
  that brought yesterday’s travel to an early and somewhat sodden end. About the 4th hour, I caught sight 
  of the tower, still far off, the morning sun burnishing the pale stone. Yet even this fine sight could not lift 
  the onerous weight that presses upon my heart, nor the isolation of my posting. If any token were needed 
  to remind me of my disgrace – there is none more stark than the bleakness of this finger of land the local 
  folk call “The Tusk”. Scoured by wind and storm, no tree can find purchase here, only the coarsest of 
  sedge grass – burnt yellow by the salt spray – and low stunted shrubs and bushes, bent double by the 
  gales.   
  The aforementioned locals seem scarcely less stunted by the climate. They are an ill-favored folk 
  – squint of eye, pale of hair and face – bleached like driftwood by the elements, one fancies. There is Suel 
  blood in them without doubt, and all the madness and degeneracy that follows from such an inheritance. 
  They are born on this benighted shore, live their entire lives untroubled by education, culture and the 
  finer graces of civilization, and then, their short spans of unillumined ignorance spent, they die. It is hard 
  to credit that these wretches are of the self same stock that gave Nasran, Schandor and Ivid to the world. 
  Such are to be my companions in purgatory… 
   
  Harvester 22, 564 CY. If further proof were needed of the depressing effect of this place on the human 
  spirit, it is amply provided by the tale of the fate of my predecessor. The Constable of the tower, 
  Allrynshen – a bluff native of Trennenport who served with the Provincial Marines before being posted 
  ashore – took me to his chambers and over a tot of quite vile rum (which, given my recent arrival and 
  subordinate position, I could not refuse) told me the strange tale.  
  The man, a fellow named Lovcravdenn, had taken up the post only this spring, after the previous 
  fellow, a notorious drunkard, was removed from the post at Allrynshen’s request (something about 
  attempting to cook a side of giant eel with a fireball). Though he seemed a stable enough fellow when he 
  arrived, Lovcravdenn’s mental state quickly deteriorated. He claimed to have been haunted by visions, in 
  sleeping and then in waking. He raved on about some woman of apparently limitless beauty. Allrynshen 
  believes some wench had broken the poor man’s heart and unhinged him. In the end, the fellow flung 
  himself from the top of the tower, dashing his head open on the rocks below.  
  Allrynshen hoped that I was of sterner stuff and enquired, with touching delicacy, how my 
  fortunes in matters of love had fared. I replied that he need have no worry about me on any account and 
  affected an exit with as much haste as was seemly.  
   
  Patchwall 16, 584 CY. Again the most strange and vivid dreams. Unlike any other nightfancies I have 
  had, these visions linger on long after waking and indeed, are now – many hours later – scarcely less 
  immediate to me than they were when I awoke this morning.  
  Again the hills and again the black city. It is strange that these motifs recur in a landscape that is 
  far removed from either. Perhaps it is this very deficiency, the longing for that which once gave such 
  familiar pleasure that summons them forth from the dark, stilly depths of memory.  
  Yet, thinking on those midnight halls of the coldest obsidian, it is not pleasure that they call to 
  mind, but a certain unease and nameless dread. No doubt it is a symptom of this dreary locale and the 
  monotonous procession of the days, only lightened by the far-too-few and far-between letters from those 
  of my kin who have not abandoned me in my fall from grace.  
   
  Needfest 4, 565 CY. I have found at last a worthy distraction to occupy my time and intellect. Just as the 
  body of the prisoner wastes away within the confines of the dungeon cell, I feel my mind is slowly 
  
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  ablating in the absence of intellectual stimulation, which the daily casting of divinations, observations of 
  the weather (invariably stormy) and the nightly games of Crown of the Empire in no way provide.  
   
  While wandering in a state of some distraction this morning, pondering the Black City and its 
  dark, seductive beauty (how strange it was that I found it an object of fear before) – I suddenly found 
  myself at a blank cliff face. I had taken a path down from the tower, intending to go around toward the 
  very tip of the Tusk – to a point from which that foam-skirted pinnacle of black stone that gives this place 
  its name can be clearly seen just offshore. However, I found myself a distance south of the tower, on the 
  western side of the head land, having apparently wandered unknowingly onto another path. I was about 
  to retrace my steps when my eye happened upon a regularity in the midst of the natural chaos of the cliff 
  face that bespoke the ordering hand of man. On closer inspection, I discovered a set of markings carved 
  into the stone – runes of some forgotten tongue I have little doubt – etched here in darkest antiquity. I 
  intend to return there on the morrow and record them, in an effort to divine their provenance and 
  meaning.   
   
  Coldeven 6, 565 CY. Every night the city reveals more of itself to me – like a lover, strewing intimacies 
  along the path to passion’s ultimate consummation. Instead of glimpses between the dagger-bladed hills, 
  I now walk through the obsidian palaces and pavilions, passing among the bronze-skinned populace, 
  proud and noble of mien. They welcome me as a guest, as an old friend who has traveled from afar. 
  Through the hallowed halls of the temple they lead me to look upon Her face – the Beauty of which I 
  have never before seen the like in sleeping or in waking. The Mistress, most fair, most wise, most 
  puissant, most glorious and most terrible. The Mistress of the Five Names, Mother of Might, Empress of 
  Caerdirealorae. My Terror, my Hope, my Love.  
   
  Coldeven 7, 565 CY. My correspondent in Rel Deven writes that the runes upon the cliff are archaic 
  Flannae script. They speak of a “Hidden Shrine, where dwells Gyrtulndarrath”. I was surprised that the 
  Flan would have had the sophistication to master runecraft of even the most rudimentary form, but my 
  good sage informs me that ere they were brought in to the commonwealth of Aerdy, the Flan of Ahlissa 
  had suffered under the tyranny of the Zelrad Suel (whose only surviving legacy and memorial is the 
  name of Zelradton, capital of the South Province). From their slavemasters, the slaves learned their 
  letters. I have enquired of my scholar as to the provenance or meaning of Caerdirealorae, whether it was 
  a real place or a mere figment of my somnambulant imaginings.  
   
  11 Planting 565 CY. Last night they showed me the Idol, the Black Heart. It lies at Her Feet (why had I 
  not seen it before?), as hideous to look upon as She is Fair. The eye cannot abide to behold it – misshapen 
  and ill begotten as it is – a splinter of a more terrible world survived to prick a hole in this Creation. 
  Gurron Nur they name it in tones of hushed reverence, for from this supreme abhorrence they have, by 
  the Will and Guidance of the Mistress and Her Childer, fashioned the singular beauty of Caerdirealoreae 
  – the sublime sprung from the profane.  
   
  27 Flocktime 565 CY. Another letter from my good sage, slaving away on my behalf (and a goodly 
  fraction of my stipend) in the dusty book stacks of the Lyceum of Rel Deven. My inky friend informs me 
  that, despite his utmost diligence, he can find no trace of Caerdiealorae, but that if I have recorded the 
  name correctly, that is undoubtedly of a Flannish origin. He dribbled on for two whole pages about the 
  concordance of broad and narrow vowels, but I confess such turgid scholastic minutiae are beyond my 
  capabilities to even feign an interest in. More encouragingly, ‘Gurron Nur” when rendered from an 
  apparently rare dialect of Flan (note to self – enquire where this dialect is/was spoken?) into the 
  Common tongue means “Hideous Idol”, an apt, if unimaginatively literal description.    
   
  Goodmonth 1, 565 CY. Finally after a through survey of nigh every inch of the cliffs surrounding this 
  blasted tower, I have found something of interest. There is a series of sea caves to the south of the tower, 
  not far from the inscription I found last year, but cut off from it by a cliff-walled inlet in the shoreline. A 
  series of stone steps lead down toward them and some have found use as moorings for the villager’s 
  
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  fishing boats, and I fancy hiding places for smuggled contraband (Allrynshen, I have discovered, receives 
  a sizable bonus to his stipend to display a determined lack of curiosity in the comings and goings of the 
  local’s boats). Beyond them, where the shape of the cliff would suggest there to be another cave, there is a 
  blank wall. When I studied this anomaly more closely and bent my Art upon it, I found the cliff face was 
  an illusion, covering a worked stone arch, sealed by a graven stone block of immense size. This may 
  indeed be the “Hidden Shrine of Gyrtulndarrath”, though it is Hidden no more.  
   
  Goodmonth 4, 565 CY. A most extraordinary stroke of fortune today! I have for some time been engaged 
  in trying to capture something of the sublime wonder of Caerdirealorae in the form of charcoal sketches. 
  I confess I am no drawing master, but I feel I have managed to capture some essence of that enchanted 
  and enchanting city. I was working this morning at a high window, just below the beacon itself, as is my 
  wont, when Allrynshen, peering over my shoulder, asked when I had visited Onnwal? I have never set 
  foot in that vile hive of rebellion and sedition. When I communicated this sentiment to the Constable, he 
  looked surprised.  
  “Why, sir, for a man who has never been there, you have drawn a right good likeness of the 
  Headlands!” he exclaimed, pointing to those dagger bladed hills that ring the Obsidian City.  
  At this I grew excited and pressed him for all he know of Onnwal. Allrynshen had visited the 
  place but briefly, as is the habit of Provincial Marines, arriving by night to burn some rebels out of their 
  beds. However, the Headlands were a familiar sight to all who sailed the waters of the western half of 
  Dunhead Bay. Rain and river have shaped these hills into a most singular and unmistakable form – 
  identical to that depicted in my sketches. Of Caerdirealorae, Allrynshen knew nothing, except that to his 
  ear, it sounded somewhat like Killdeer, a port of little importance and less merit, which he and his 
  erstwhile shipmates had evinced a fondness for setting fire to. I wrote immediately to my pet sage in 
  R.D., informing him of my discovery and politely requesting that he might work to earn the coin I pay 
  him.  
   
  Goodmonth 6, 565 CY. It is destroyed! Alas and alack!  To have seen such a terrible sight! Oh the sorrow! 
  I can scarcely write for the grief and heart’s anguish. Though I know it was but a dream, its immediacy 
  and passion have not yet left me. Moreover, my researches lead me to believe my visions are not merely 
  the children of a idle brain, as some bards would have it, but an echo of real events.  
  I had come once more into the Obsidian City – but where before there was ease and joy, there 
  was now only tension and fear. The wise of the city were gathered in the Temple of the Mistress, in a 
  circle around the Gurron Nur. They had cast a shroud over the face of the Mistress and were chanting 
  some great ritual or invocation. Just as they reached the culmination of the rite, there came a storm of 
  wings blowing through the city like a hurricano. At this the green eyes of the Caerdirealoraens burned 
  with fear rather than exaltation. Their voices faltered and the chanting died. There was a single moment 
  of silence. Then a scream that pierced me to the depths of my soul filled the world; a scream from another 
  realm not lit by the golden rays of Solan – distant, alien and unholy.  
  In the next instant Caerdirealorae, its graceful places, the enchanting green flames of its ladies’ 
  eyes was scoured from the face of the Oerth, consumed in a holocaust of black fire that burned to 
  nothingness everything it touched. This storm of Ebon Flame swirled around me, rolling outwards, 
  flaring like a black star. As I looked on five comets blazed forth from the inferno. One, trailing blood-red 
  fire, passed westwards. Another with a tail of white ice went east. Another went north, another south 
  and one more blazed within the heart of the Ebon Flame.  
  And with a scream I awoke – tears of grief streaming down my face. Caerdiraealorae is fallen 
  and I am bereft. Yet my heart holds a faint hope that some kernel, some seed of that Obsidian City may 
  yet survive, some essence of that midnight realm may yet live on. If so – then I must find it.  
   
  Goodmonth 11, 565 CY. My dreams are desolate now. The Obsidian City is no more. Yet I hear their 
  voices calling to me from the darkness -  beautiful sirens, singing to me tales of sorrow, laments for their 
  lost city. Lost, but not beyond hope of redemption. They wove their song into sight and I beheld the 
  world as the Gods must see it, rolled out before me like a mariner’s chart. Five stars burned on the face of 
  
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  the Oerth, forming between them a single star of four points. One shone in the midst of white sands, 
  another upon the waves of a blue sea. A third blazed like fire beneath a fortress city fenced in upon three 
  flanks by white foamed waves. The fourth burned within dagger-bladed hills and the last, oh joy! the last 
  sparkled like sun on winter snows – a white ring upon a finger of land ending in a curving black tusk of 
  rock and a beacon tower. I woke again in tears, but of joy this time, for now I know what I must do. I am 
  the Presager, the One that Goes Before. In my steps the Golden One will follow. By my sacrifice shall the 
  Obsidian City be restored! 
   
   
  
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  PLAYER’S HANDOUT 3: 
  THE DOOR OF WYRMS 
  
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  DM’S MAP 1: 
  THE UNITED KINGDOM OF AHLISSA AND THE NAERIE 
  COMPACT 
  Scale: One hex equals 65 miles 
  
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  DM’S MAP 2: 
  TRENNENPORT AND ICESPIRE 
   
   
   
  Scale: One hex equals 65 miles 
   
  Legend 
  Town/city 
   
   
   
  Ruins 
   
   
   
  Extent of the frozen lands 
  Shargallen 
  Trennenport 
  Icespire
  
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  Relmor Bay 
  Dunhead Bay 
  The Icespire 
  The Ruins of Kalinarn 
  The Slippery Stair 
  Trennenport 
  DM’S MAP 3: 
   ICESPIRE 
  
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  DM’S MAP 4: 
  THE HIDDEN SHRINE OF GYRULYNDARRTH 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-16 The Frozen Spire (APL 6-14)/COR4-16 The Frozen Spire.pdf