Table Of ContentDUNGEON®M  AGAZINE  ANNUAL 
The  Best  of D&D  InsiderTM
CRED1TS 
Design 
 Cover Illustration 
Logan Bonner, Bruce R. Cordell, Brian R. James, 
 Steve Argyle 
Ari Marmell, Mike Mearls, RobertJ. Schwalb, 
Chris Sims, Rodney Thompson 
 Graphic Designers 
Leon Cortez, Robert Jordan 
Development 
Mike Mearls, Stephen Radney-MacFarland, 
 Interior Illustrations 
Peter Schaefer, Stephen Schubert, Chris Sims 
 Rob Alexander, Dave Allsop, Matt Cavotta, 
Eric Deschamps, Empty Room Studios, Izzy, 
Editing  Mike Krahulik, Scott IKurtz, Ron Lemen, Damien M, 
Miranda Horner  William O'Connor, Wayne Reynolds,John Stanko, 
Francis Tsai, Sam Wood, Ben Wootten 
Additional Editing 
Jennifer Clarke Wilkes  Cartographer 
Jason A. Engle, Kyle Hunter, Sean Macdonald, Mike Schley 
Managing Ed iting 
Torah Cottrill  Publishing Production Specialist 
Christopher Tardiff 
Editor-in-Chief, Dun8eonTM magazine 
Chris Youngs  Prepress Manager 
Jefferson Dunlap 
Director of D&D R&D and Book Publishing 
Bill Slavicsek  Imaging Technician 
Carmen Cheung 
D&D Creative Manager 
Christopher Perkins  Production Manager 
Cynda Callaway 
Senior Art Director 
Jon Schindehette  Game rules based on the original DUNGEONS & DRAGONS'"' 
rules created by E. Gary Gygax and Dave Arneson, and the 
later editions by David "Zebu Cook (2nd Edition);Jonathan 
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and 
James Wyatt (4th Edition). 
620-25031720-001 EN  U_S., CANADA, ASIA, PACIFIC, &  EUROPEAN HEADQUARTERS 
 WIZARDS OF THE COAST, BELGIUM 
987654321  LATIN AMERICA  Hasbro UK Ltd 
 Industdalaan 1 
First Printing: May 2010  Wilards of the Coast LLC  Caswell Way 
 1702 Groot-Bijgaarden 
ISBN: 978-0-7869-5200-7  P.O. Box 707  Newport. Gwent NP9 OYH 
 Belgium 
Renton WA 98057-0707  GREAT BRITAIN 
 +32 .070.233_277 
+1-800-3 24-6496  Please keep this address for your records 
DUN GEO NS & DRAGONS, D&O, dl0, d20 System, WI ZARDS OF THE COAST, EB ER RO N, Player's Handbook, Dunaeon Muster's Guide, Dun8con Master's Guide 2, MomaerManual, 0&0 
Insider, FORGOTTEN REALMS Player's Guide, FORGOTTEN REALMS Campaia" Guide, Adventurer's Vaule Keep on the Shadow/ell, Scepter Tower ofSpelfaord, Sarrow of th e 08re Kina. 
Arcane Power, Dunaeon magazine, OrolJon magazine, Seekers ofthe Ashen Crown, Monuol of (he Planes, 0&0 Miniatures, Dunneon Tiles, all other Wizard5 of the Coast product 
names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters and the distinctive likeness'es thereof 
are property of Wizards of the Coast Uc. This material is protected under the copyright laws of the United Stares of America. Any reproduction or unauthoriZf~d use of the 
material or artwork contained herein Is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations. places, 
or events included herein is purely coincidental. Printed in the U.S.A. ©2010 Wl.lards of the Coast LLC. 
V1SlT OUR WEBS1TE AT WWW.W1ZARDS.COM/DND
DUNGEON MAGAZINE ANNUAL 
It's a new world for the DUNGEONS & DRAGONS'" game.  "Throne ofthe Stone-Skinned King," by 
Print and digital content live side by side. Magazines  Logan Bonner. Dun8eon #166: page 60. The Scales 
and game supplements are complemented by a suite  ofWar adventure selected for this compilation is for 
ofelectronic tools intended to enhance the play expe 15th-level characters, the heart ofthe paragon tier. 
rience ofplayers and DMs alike. And we're releasing  Logan takes the heroes into the insanity of a fomo
the book you hold in your hands: our second D&D  rian king's lair in the Feywild, where they must also 
Insider~ compilation.  contend with the most insidious ofthreats: Tiamat's 
This supplement contains adventure material  shapeshifting green dragon exarch. A combination 
from Dun8eon® magazine, our digital magazine that  oftense negotiation and thrilling combat, this adven
provides DMs with monthly support content. Inside  ture was also the first place where we revealed that 
this book, you'll find a total of five adventures span Tiamat was the tiber-threat ofScales ofWar. 
ning two campaign settings and over twenty levels  "Storm Tower," by Christopher Perkins. Dun
of play. Although Dun8eon also includes articles,  8eon #166: page 111. What compilation ofDun8eon 
we stuck to adventures here for a couple ofreasons.  adventures would be complete without a contribution 
First ofall. the selection window for this book (from  from Dun8eon's most prolific author? This 3rd-level 
the launch of4th Edition through September 2009)  adventure is also unique because it was originally run 
ended just before the first Dun8eon feature article  for the power-gaming quartet ofScott Kurtz (from 
appeared. More importantly, while Dun8eon is the  PvP), Mike Krahulik and Jerry Holkins (of Penny 
home ofall things DM-related, we know that first and  Arcade), and Wil Wheaton. The adventure also fea
foremost, this magazine is still the ultimate home  tures the amazing illustrations of Mike Krahulik. 
for DUNGEONS & DRAGONS adventures. We wanted to  "Heart of the Forbidden Forge," by Luke 
recognize that here.  Johnson. Dun8eon #167: page 129. An EBEHRON 
As I looked at each ofthe adventures we published  adventure for 7th-level characters caps off the Dun
in our first year plus, I realized what a tough job it  8eonAnnuai. Two words: warforged dragon. When 
would be to narrow my choices to a mere 160 pages.  Luke first proposed this, I remember visiting the desk 
My first selections resulted in almost 400 pages of  ofDesign Manager James Wyatt. "Can we do this?" I 
adventures, and I had to come up with a way to narrow  asked. "A warforged dragon?" His face lit up, and his 
the field: I wanted an adventure from each tier of play.  answer should be apparent by now. Perhaps the most 
I wanted at least one adventure from each ofour two  innovative villain in the book is ready to rock the 
currently published campaign settings, EBEHHON@a nd  world ofany adventurers who get in its way. Even if 
the FORGOTTEN REALMS®. Finally, I wanted something  you don't usually play in the EBERRON setting, I think 
from the Scales ofvVar adventure path.  you'll find this adventure as fun as they come. 
At the end ofthe day, after my managing editor  Honorable mentions go out to a few other adven
gently informed me that I couldn't double the size of  tures that we couldn't shoehorn into this book. 
the book, we put together the following list.  "Haven ofthe Bitter Glass" (http://www.wizards. 
"Menace of the Icy Spire," by Sean Molley,  com/d nd/Article.aspx?x=d nd/d uadp/2009Ma rch) 
Dun8eon #159: page 4. Our first adventure takes  and "Rescue at Rivenroar" (http://www.wizards. 
place in the FORGOTTEN REALMS and challenges 2nd comlDnD/Article.aspx?x=dnd/duadp/20080711) 
level characters. Set near Loudwater, the sample town  were both outstanding Scales ofWar adventures from 
presented in the FORGOTTEN REALMS Campai8n Guide,  Dun8eon's first year, and "Last Breath ofAshenport" 
it features everything that makes a short, low-level  (http://www.wizards.com/DnD/Article.aspx?x=dnd/ 
dungeon crawl memorable. You have classic monsters  duad/20080729) proved that a little Lovecraftian 
(goblins with a twist), an unexpected villain, and  horror in your game makes for an amazing experi
some fun noncombat challenges to handle.  ence at the table. 
"Winter of the Witch," by Stephen Radney It's a privilege to work on the DUNGEONS & DRAGONS. 
MacFarland. Dun8eon #161: page 23. We follow  game each day, and a privilege to continue to have the 
our lowest-level adventure with our highest, for 22nd fires ofmy imagination stoked by such great adven
level characters. This is the only epic adventure you'll  tures each month. I hope you find the offerings in this 
find in this supplement, and one ofonly a handful  supplement to be as inspirational in your games as I 
we've produced so far. But even in hadn't wanted to  do, and that you visit us at D&D Insider to see all the 
include an epic adventure in this product, I would  other adventures and articles we have, ready to make 
still have picked "Winter ofthe Witch." Wayne Reyn·  your game as exciting as possible. 
olds' art, combined with the terror inspired by the 
Witch herself, makes for (no pun intended) a chilling  -Chris Youngs 
experience.
CE  0  HE 
An adventurefor 2nd-level characters 
by Sean Molley 
illu~frati{lm by Hob \/t!.\llnlil'r. lkn \\'oot/w alld HUrl Lelllni •  ClIrttlwaphJ b) Kyle llunter 
BACKGROUND 
"Menace ofthe Icy Spire" is a DUNGEONS & DRAG' 
ONS'" adventure for five characters of2nd level. The 
adventure is set in the FORGOTTEN REALMS® setting  About 30 years ago, a dwarfwarlock named Draig
near the town ofLoud water in the Gray Vale. This 
durroch came to the Gray Vale. Draigdurroch 
adventure is designed to work well with the sample 
was part ofa cabal ofwarlocks, and his particular 
adventures found in Chapter 1 of the FORGOTTEN  research dealt with the creation of new types of 
REAI.MSflJ Campaign Guide. In particular, this adventure  e1dritch pacts. He believed that the Dire Wood 
makes an excellent sequel to Barrow ofthe Ogre King"', 
contained a particularly potent source ofuntapped 
which introduces Loudwater and the surrounding 
energy-the remains ofa failed deity. Thousands of 
area along with several NPCs who would make ideal 
years before the Spell plague, a Netherese city called 
patrons for sending the PCs on this adventure. How
Karse stood in the area, and the demigod Karsus was 
ever, it is not necessary for the characters to have 
its patron. Karsus tried and failed to ascend to full 
visited Loudwater previously. 
godhood, dying in the process, and his city (along 
with the rest ofthe ancient Empire ofNetheril) fell 
Menace of the Icy Spire
not long thereafter. Draigdurroch's research sug the Dire Wood. Rumors even tell of blizzards in Mid
gested that the petrified remains ofKarsus yet lie  summer! Some claim it is the work ofevil faeries, but 
beneath the forest's heart. Draigdurroch hoped that  the town's leaders believe that a more likely source of 
he could tap into the latent energy that Karsus had  the problem is Draigdurroch Tower. No one has seen 
accumulated and use it to power his new pact. The  or heard from Draigdurroch in 30 years, and the 
dwarfwarlock built a tower about a mile outside the  tower's cursed history is well known. The PCs find 
Dire Wood and began his experiments in earnest.  a reasonably detailed map of the area and set out to 
Draigdurroch's hunch turned out to be correct.  investigate the tower. 
A powerful nexus of magical energy is beneath the  The adventurers' first challenge is the magically 
heart ofthe Dire Wood. However, the fey spirits that  altered weather. The ice warriors have manipulated 
dwell within the Dire Wood have long been aware  the magic of the fey gemstone and have created a 
ofhow dangerous the remnants ofKarsus could be if  powerful snowstorm to shroud the area around the 
the demigod's power fell into the wrong hands. They  tower. The PCs must overcome a skill challenge 
have appointed themselves as guardians to ensure  to navigate the treacherous wintry hazards. Their 
that no one tampers with the failed deity's resting  success or failure in this challenge determines 
place. When Draigdurroch's efforts began to bear  whether they are in a favorable position when they 
fruit and the dwarf warlock drew upon the latent  are ambushed by goblins during a break in the 
echoes ofKarsus's power to form a dark pact, the fey  storm. These goblins have been frost-touched by 
approached him and warned him to cease his med the corrupted fey magic, giving them some unusual 
dling. The warlock was confident in his powers and  cha racteristics. 
ignored the warning. For his temerity, the fey pun After defeating the frost goblins and overcoming 
ished him. Draigdurroch was imprisoned within the  the storm, the PCs arrive at the tower, which is a 
Feywild and his tower was sealed in a block ofmagic  three-story structure carved with images ofdemons 
ice as a warning to others. The fey set a powerful  and devils (in honor ofDraigdurroch's original infer
gemstone holding a spirit ofwinter to act as the key nal pact). The cocoon ofice is still intact, so the PCs 
stone holding the icy barrier.  need to find a way to break through before they can 
The ritual enacted by the fey was designed to  enter the tower. When they do, however, they trigger 
have a limited area ofeffect-Draigdurroch's tower  some of the tower's original defenses, and some of the 
was encased in ice, but the surrounding lands were  carvings and statues animate and attack. 
not supposed to be affected. Unfortunately, such a  Inside the tower, the PCs discover that everything 
powerful spell cannot go unnoticed forever. Draig is perfectly preserved, as if the warlock had just 
durroch's tower contains several small rifts to the  stepped out an hour ago. Frost covers every surface, 
Elemental Chaos that he had created as part of his  but the furnishings and contents ofthe tower are 
arcane research. Recently, a group ofice warriors  intact. The ice warriors attack from all sides in a run
discovered one ofthese rifts, drawn by the strength of  ning battle that spans two floors of the tower. The 
the cold energy emanating from the gemstone. They  PCs must deal not only with the main group of war
have taken up residence in Draigdurroch's tower,  riors inside the tower, but also with reinforcements 
finding it a most hospitable environment thanks to  that are coming from the Elemental Chaos through 
the perpetual layer of ice. The warriors have begun  small rifts in the fireplaces. 
to modify the ritual that the fey created, increasing  Once the warriors have been dealt with, the PCs 
its power and spreading the effects of the magic frost  can ascend to Draigdurroch's study, where they find 
over a larger area. Ifthey are not stopped, a perma his research notes and rituals, along with a trap that 
nent winter will come to the entire Gray Vale.  he left to protect his belongings from intruders. Here 
they discover the truth about the warlock's efforts to 
ADVENTURE SYNOPSIS  tap into the power ofthe failed deity Karsus. This pro
vides a way for you to introduce the dark pact warlock 
(from the FORGOITEN REALMS(~ Player's Guide) to your 
This adventure occurs after Midsummer but before 
campaign, ifyou are so inclined. The PCs can also 
the end ofHighs un . Over the last several weeks, 
Jearn that Draigdurroch was part ofa larger cabal of 
temperatures in the Gray Vale have been dropping to 
warlocks, so his research might not have ended when 
levels that would not normally occur until after High
the fey cursed him and sealed the tower. 
harvesttide. The area has not become too dangerous 
At the top ofthe tower, the PCs discover the true 
for travelers yet, but from all indications, winter is 
source of the unnatural weather. The ritual of winter 
coming several months early. If that occurs, the crops 
is feeding on itself and growing more powerful by the 
will freeze and die before they are ready to be har
day. The only way to stop it is to destroy the gemstone 
vested, putting the entire area's food supply at risk. 
that acts as the focus for the ritual. However, when 
The PCs can find little information in Loudwater. 
the adventurers attempt to interfere with the gem
However, local woodsfolk report that the cold temper
stone, its guardian creature emerges and attacks. 
atures appear to be more pronounced in the area of 
Menace of the Icy Spire
ADVENTURE:  HOOKS  from afar have borne little fruit. Despite that, he has 
ascertained that a powerful magical aura definitely 
The adventure assumes that the PCs are either 
emanates from an area near the Dire Wood. Like 
based in Loudwater or have come to the town for 
Lady Moonfire, Curuvar is interested in Draigdur
some reason. The primary hook is that the PCs are 
roch Tower and asks the PCs to bring him anything 
asked to investigate the unnatural weather before it 
they discover that might pertain to the warlock's 
becomes a serious problem. The PCs might already 
arcane research. 
be known to some or all the prominent citizens of 
Loudwater, but even ifthis is their first visit to the  "By Mystra's lost spell, I'm certain that the tower must 
town, they are still the obvious choice to investigate  be connected to this somehow. Nobody knows what that 
the early onset ofwinter. For more information about  dwarfDrai8durroch was researchin8 or what tri88ered 
Loudwater, see Chapter One of the FORGOTTEN REALMS  the calamity that encased his tower in 11U18ic ice, but any 
Campaign Guide.  time powerful 11U18ic is involved, these events have a way 
The local farmers are petitioning Lady Moonfire,  ofspiralin8 out ofcontrol It appears the Dire Wood is 
the civic leader ofLoudwater, and Brother Griffon,  drawin8 a lot ofattention these days. Even ifthe tower 
the head ofthe temple ofSilva nus, to find out what's  isn't the source ofthe problem, perhapsYOIl canfind a due 
going on. Evil magic was suspected, as it usually  amon8 the warlock's notes or possessions. It's hi8h time 
is in these sorts ofcases, which led to the involve·  someone investi8ated all the ancient secrets in this area ." 
ment of Curuvar the Brazen, Loudwater's resident 
wizard. Any or all these three could ask or hire the  Brother Griffon: The head ofthe local temple ofSil
PCs to help.  vanus, Brother Griffon is a stout human ofUthgardt 
Lady Moonfire: As Loudwater's civic leader, the  descent. Although winter is a natural part ofthe cycle 
half-elf Lady Moonfire is responsible for the town's  ofthe seasons and therefore not bad in and ofitself, 
protection. She has been getting an earful from the  its early arrival is clearly a perversion ofthe natural 
local farmers, who are concerned about the early  order and as such it is ofgrave concern to the Forest 
onset ofwinter. Ifthe harvest fails, then the entire  Father. The balance between the seasons must be 
Gray Vale will have a lean winter.  preserved. Brother Griffon can introduce the PCs 
to either Lady Moonfire or Curuvar the Brazen, if 
Read the following: 
necessary. 
"We would be inyour debt ifyoufind the source ofthis  Rumors and Stories: The PCs could get involved 
unnatural winter,"says Lady Moonfire. "ifconditions  in Loudwater's troubles through any ofthe various 
continue as they have, the crops will die in thefields and  local residents who have encountered the effects 
Loudwater's next Deadwinter Day will be a lot more than  ofthe unnatural weather. An evening spent in the 
symbolic. I su88est you start by investi8atin8 Drai8durroch  Green Tankard yields all sorts of rumors and wild 
Tower, near the Dire Wood. Considerin8 the tower's  speculation. Fanners are worried about their crops, 
history, I can't Ima8ine this cold is a coincidence. I'm sure  which might freeze in the fields before the harvest 
that CUTUvar can tellyou more. Honestly, thirty years is  comes in; woodsfolk tell stories offreak snowstorms 
far too Ions to wait-someone should explore that tower  occurring in the middle ofthe day and then vanish
anyway. I'm sure it will be a 8rand adventure!"  ing as if they were never there; hunters spread tales 
ofstrange, blue-skinned goblins lurking around 
Because she is a warlock, Lady Moonfire has long  the outskirts ofthe Dire Wood. Everyone has a pet 
been interested in Draigdurroch Tower for her own  theory about what or who is behind the problems, but 
purposes. She knows everything in the Adventure  mainly, the common folk are just worried. 
Background up to the pOint where Draigdurroch  Travel Interrupted: Ifthe PCs have no ties to 
disappeared. She did not know the dwarfperson Loudwater and you just want to use the tower as a 
ally, but he was reputed to own quite a collection of  stand-alone adventure site, you could consider start
magic tomes. Thus, in addition to hiring the PCs to  ing the adventure with the PCs traveling through the 
determine ifthe tower is indeed the source ofthe  Gray Vale on unrelated business, when suddenly they 
early winter, Lady Moonfire also asks them to bring  are struck by the powerful magic blizzard. Because 
her any ritual books or other magic tomes that they  ofthe corrupted fey magic, every attempt that the 
discover.  PCs make to free themselves ofthe storm leads them 
Curuvar the Brazen: Loudwater's resident  around in circles, back toward Draigdurroch Tower. 
wizard is a middle-aged human who is normally  The only way for the PCs to escape the trap they are 
suspicious ofstrangers. However, Curuvar is under  caught in is to make their way to the tower and find 
a lot ofpressure to do something about the change  out what is causing the unnatural weather. 
in the weather, since it is presumed to be caused by 
evil magic. He is not the adventuring type, and his 
own efforts to discover the source ofthe problem 
Menace of the ley Spir e
JOURNEY TO 
THE QUESTS 
THE TOWER 
 While on this adventure, the PCs can try to fulfill 
two quests_ The minor one could be accomplished 
as the PCs seek to fulfill the major one regarding the 
Although nobody now living in town has ever been to 
the tower, many have a good idea ofits approximate  weather issue. 
Major Quest-Fix the Weather 
location, about a mile east ofthe edge ofthe Dire 
Discover the source of the unnatural early onset of 
Wood. It's less than a day's travel to reach the tower 
winter and remove it so that the seasons return to 
from Loudwater, so the PCs should not need to make 
normal. Lady Moonfire rewards the PCs with 500 
camp along the way. However, given the situation, 
gp on behalf of the grateful citizens of Loudwater for 
they might want to prepare for cold weather. Loud· 
completing this quest. 
water has a general store and an apothecary who can 
Reward: 625 XP and 500 gpo 
supply all the basics. The PCs might also think to 
Minor Quest- Find Draigdurroch's Research 
cast the Endure Elements ritual on themselves, or ask 
Bring Draigdurroch's ritual books and his research 
either Lady Moonfire or Curuvar the Brazen to cast it 
notes to either Lady Moonfire or Curuvar the Brazen. 
for them. 
Either NPC is willing to pay up to 100 gp for these 
items. 
)1. THE  B LIZZARD 
Reward: 125 XP per character, plus 100 gp per 
As the PCs depart Loudwater, read the  item retrieved. 
following: 
The Gray Vale is beautiful in the late summer, althou8h a 
pronounced chill in the air even durin8 what should be the 
hottest part ofthe day indicates that somethin8 is definitely  Primary Skills: Acrobatics, Arcana, Athletics, 
amiss with the weather. TheJirst few hours ofyourjourney  History, InSight, Nature, Perception. 
pass unevenifully, but as you travel throu8h tlle forest, the  Acrobatics (DC 10): A character helps guide the 
temperature drops steadily. A sharp wind carries with it the  party over hazards such as icy patches ofground and 
promise of winter, even thou8h the leaves have not be8un  through sudden gusts ofwind that would otherwise 
their annual autumn chan8e.  knock party members offtheir feet. A failure with 
More time passes, until finally you catch si8ht of  this skill costs the character 1 healing surge. 
the stark whitewood ofthe albino trees that mark the  Arcana (DC 15): The character senses the direction 
boundary ofthe Dire Wood.Drai8durroch Tower should be  from which the arcane energy powering the storm 
within afew miles of here. However, none ofthe landmarks  flows and can work backward from the flows of 
indicated on your map are visible for reference. The  magic to get a sense ofthe tower's location. The first 
horizon is shrouded by a blanket of solid white. A cold f08  time a character earns a success with this skill, he or 
appears to issuefrom dIe very heart of the dark forest and  she also recognizes the fey nature of the magiC, which 
snowfl akes be8in to fall from the steel-8ray sky. The way  opens up the use of the InSight skill (see below). 
ahead is qUickly obscured, as is the way you havejust come.  Athletics (DC 10): A character helps force a way 
through the storm using brute strength-breaking 
a path through a snow drift, moving fallen trees or 
THE BUZZARD 
jumping over them, and so forth. A failure with this 
The storm's intensity continues to rise minute by 
skill costs the character 1 healing surge. 
minute until the PCs are caught in the middle ofa 
History (DC 10): A character recalls a speCific 
blizzard. To find their way through the driving snow, 
detail about the location ofDraigdurroch Tower or 
they must succeed On a skil1 challenge. 
discovers a unique landmark that helps orient the 
The PCs must survive the harsh conditions while 
group and guides them along the right track. Only 1 
staying on the right path to reach Draigdurroch 
success can be gained in this way. 
Tower. They use their skills and knowledge to choose 
[nsiBht (DC 10): This skill cannot be used until it 
the right direction and protect themselves against the 
has been unlocked by a successful Arcana check. 
storm's hazards. 
Because this storm is partially the result offey magic, 
Because the storm is in some sense attacking the 
some ofits effects are illusory. A character who suc
characters as they travel, this challenge proceeds 
ceeds on an Insight check recognizes some of these 
in hours. Each PC must make an Endurance check 
illusions and can help the group avoid traveling in 
every hour, and each PC can also attempt one other 
circles, prevent them from choosing paths that look 
check each hour. 
safe but are dangerous, and so forth. 
Level: 2 (XP 375) 
Complexity: 3 (requires 8 successes before 3 
failures). 
Menace of the Icy Spire
Nature (DC 5): A character relies on knowledge of  additional healing surges, and they emerge in a favor
the area, an ability to study terrain, an innate sense of  able position before the goblin ambush. 
direction, and wilderness survival skills to help lead  Failure: Ifcharacters earn 3 failures, they survive 
the group through the blizzard.  the storm, but each character loses 2 healing surges 
Perception (DC 15): A character relies on keen  to represent the beating he or she takes from the 
senses to look for safe paths, avoid hazards, spot gaps  blizzard, and the characters are in an unfavorable 
in the swirling storm, and otherwise help guide the  position when the goblins attack. 
group through the storm. 
Secondary Skills: Endurance, Heal. 
DEVELOPMENT 
Endurance (DC 10): Every character must attempt 
an Endurance check every turn (representing 1 hour  As the unnatural blizzard subsides, the PCs can 
of exposure to the storm) to resist the chill winds and  see that the area surrounding the tower for several 
other hazards ofthe blizzard. This gives no successes  miles is covered with ice and snow, a preview ofthe 
toward the skill challenge. Failure means the char fate that awaits the rest of the Gray Vale. Visibility is 
acter loses a healing surge, but it does not count as a  limited, but they can make out a stark gray silhou
failure in the overall challenge. Characters who are  ette on the horizon some distance away. They still 
protected by the Endure Elements ritual or who have  have a few hou rs ofdaylight left, and even if they lost 
innate cold resistance gain a +5 bonus to these checks  healing surges to the blizzard and decide to make 
(they are not immune, because some ofthe cold is  camp, it's clear that doing so is risky, since another, 
magical). Success means the character tolerates the  stronger storm could come along at any moment. The 
weather conditions.  best course ofaction is to proceed to the tower. (If 
Heal (DC 10): The character helps another char·  they turn back to Loudwater at any point, they have 
acter deal with the extreme weather conditions. A  to overcome another blizzard the next time they try 
character who has not attempted to use another skill  to retrace their steps to the tower, and each storm's 
(other than Endurance) during a turn can attempt  intensity is greater than the last one: Increase the 
a Heal check if another character fails a skill check  DCs ofall the skill checks by 1.) 
that would cause the loss ofa healing surge. If the 
Heal check is successful, the other character does not  FROST GOBLIN AMBUSH 
lose a healing surge, but that character's failure still 
counts against the overall skill challenge ifit would 
Although the ice warriors have manipulated the 
otherwise have counted against the skill challenge. 
original ritual, the fundamental magic creating these 
The Heal check does not count as either a success or a 
unnatural snowstorms is still that of the Feywild, and 
failure in the overall challenge. 
as such it works in unexpected and mysterious ways. 
Success: If the characters earn 8 successes, they 
A few days ago, a tribe oflocal goblins was caught 
find their way through the storm without losing any 
in one of the sudden blizzards. Although many of 
WR1T1NG FOR ORGAN1ZED PLAY 
This adventure was written to serve a dual purpose.  minutes of lead time before sitting down to play the 
ObViously, it was written for Dun8eonllO magazine and  game. Convention sessions also run on tight schedules, 
needed to have broad appeal to any DM running a  so you want to provide at least one adventure hook 
game in the FORGOTTEN REALMS campaign setting. At  that allows the PCs to jump right into the action and 
the same time,l am deeply involved in the D&D Orga that doesn't assume the players have any background 
nized Play programs offered by Wizards of the Coast,  knowledge about the setting. The "Travel Interrupted" 
as an administrator for the LIVING FORGOTTEN REALMS  hook on page 6 offers a way to start this adventure 
campaign (for more details, visit the Events page on the  without any setup other than that the adventurers are 
D&D webSite). So, I knew that Iwanted this adventure  traveling through the Gray Vale when they get caught 
to be easily adapted to the LFR campaign. Writing for  in a freak snowstorm. Of course, many RPGA players 
organized play changes the way you think about adven love roleplaylngjust as much if not more than combat, 
ture deSign. In particular, you cannot assume that the  so I prOVided other hooks to appeal to these types of 
PCs will have any particular role or skill set covered.  players, too. 
Many times, the players are meeting one another for 
-Sean Molley 
the very first time at a convention with as little as 15 
Menace of the I cy Spire
the goblins died, those who survived the storm were  up the hills in a few places. but the terrain favors the 
subtly altered, becoming frost·touched. Their skin  goblins. Ifnone of the PCs succeeds on a Perception 
gained a blue tint and they found themselves well  check. the goblins gain a surprise round. The goblins 
adapted to their new environment.  are all crouching down and have the advantage of 
As the PCs draw closer to the tower, they reach an  elevation. 
area where several hills come together with danger· 
Perception Check 
ous ice between them. This is an ideal spot for an 
DC varies (active or passive, as appropriate; 
ambush. and the frost goblins are waiting. 
opposed by a goblin's Stealth check, and it has a 
Tactical Encounter: "Frost Goblin Ambush." 
+5 bonus): A80blin is crouchin8 down above you. 
page 9. 
Nature Check 
FROST GOBLIN  AMBUSH  DC 16 (trained only): These 80blins appear different 
from normal. Their blue skin is hi8hly unusual, and the 
fact that they are not dressedfor the cold weather indicates 
Encounter Level 3 (975 XP) 
that they have somehow adapted to the unnatural winter. 
They (Ire probably resistant to cold. 
SETUP 
When the goblins attack, read: 
8 frost goblin cutters (C) 
3 frost goblin sharpshooters (5)  A mass of80blins leap up from the hills on both sides 
ofyou. Most of them brandish javelins and crude short 
1 frost goblin hexer (H) 
swords, but a few ofthem wear better armor and carry 
crossbows. From the hi8hest vanta8e point, another iJoblin 
A group offrost·touched goblins has set up an 
dad in robes waves a rod and makes arcane 8estures. 
ambush in this location. Depending on how they 
fared in the skill challenge, the PCs come into the 
FEATURES OF  THE  AREA 
area in a more or less favorable pOSition. If the PCs 
succeeded on the challenge, they set up in the area  Illumination: The light varies based on the time 
marked "A" on the map. If the PCs failed the chal ofday. 
lenge, they set up in the area marked "B" instead.  Hills: The hills are at +10 foot and +20 foot eleva· 
In addition, this encounter also includes an area of  tion as indicated on the map. Ramps of packed snow 
treacherous ice.  lead up the sides of the hills in a few places; these are 
The goblins are positioned at a higher elevation.  considered normal terrain. A character can also try to 
as shown on the map. Ramps ofpacked snow lead  climb the sides ofthe hills. which are icy and slippery. 
A successful DC 10 Athletics check allows a character 
to climb at halfspeed (for example. it costs 4 squares 
ofmovement to climb up the side ofa lO·foot·tall hill). 
Ice Slick: The 4·by·4 square area indicated on the 
map is hindering terrain. Characters moving through 
this area are subjected to attacks by the treacherous 
ice (see its statistics block for details). The goblins aU 
have the ice walk ability and are not affected by the 
treacherous ice. 
Treasure: The goblins have a total of 50 gp among 
them. along with two potions ofhealin8. The hexer car· 
ries a +1 rod ofreavin8. 
Treacherous Ice  Levell Obstade 
Haz,lrd  XP 100 
A sirek sheet oj ICe create) a hazardous obstacle. 
Hazard: This sheet of ice fills 16 contiguous squares. turning 
them into difficult terrain. 
Perception 
No check is necessary to notice the ice. 
Additional Skill: Nature 
+ DC 15: The character identifies the squares of treacherous ice. 
Trigger 
The ice attacks when a creature enters or begins its turn 
in a square of treacherous ice. It also attacks when a 
creature stands up in a square of treacherous ice. 
Menace of  the Icy Spire
Description:Mike Krahulik, Scott IKurtz, Ron Lemen, Damien M,. William O'Connor, Wayne Reynolds,John Stanko,. Francis Tsai, Sam Wood, Ben Wootten.