2
1
3
4
100 The courtyard of Drakenberg Castle. 1: Treasure hoard. 2: Dragonchess board. 3: Throne. 4: Ice pit.
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about the characters’ strengths and weaknesses. showdown
He reckons that if the characters are foolish
enough to attack him, the challenges will have If the characters don’t agree to become Isdrekin’s
exhausted most of their spells and potions or even servants or refuse to give him the orbstones,
left them injured, and that way they will be easier Isdrekin wastes no more time with words and
to deal with. Either way, Isdrekin will be able to attacks them.
claim the orbstones.
Isdrekin is a young ice dragon (his statistics
alternative ending can be found on the next pages). He initially
remains in humanoid form and uses spells in
The future of the characters and the fate of combat. However, if he loses half or more of his
Eastern Farraway depend on the actions the maximum hit points, he uses a bonus action to
characters take. The DM is encouraged to transform to his natural shape of a dragon.
underline that Isdrekin means to enslave all of
Eastern Farraway and lay waste to land and lives In his dragon form, Isdrekin fights strategically
alike, should the characters agree to help him. while taking full advantage of his ability to fly. One
of his tactics is to fly up to the battlements on the
However, if the characters still decide to support wall around the courtyard and attack his targets
Isdrekin’s tyrannical plan and give him the using his breath weapon and spells.
orbstones, the characters’ alignments instantly
change to Evil. This event can mark the beginning Ice dragons are ancestral dragons, creatures of
of a high-level evil campaign, as Eastern Farraway unusual cunning and might, and even young ice
is destined to face widespread destruction. dragons such as Isdrekin have access to lair actions.
Later the same evening, the characters watch in Isdrekin can also snatch and fling characters
awe as Isdrekin uses the orbstones to open a huge over the courtyard’s wall. To do this, Isdrekin
portal at the top of Ice Dragons Peak and brings must be in his dragon form and succeed with a
back hundreds of ice dragons to the Material grapple attack against the target, which must
Plane. Isdrekin and the rest of his kin then proceed be a medium-sized or smaller creature. Isdrekin
to conquer Eastern Farraway and slaughter can then use a bonus action to hurl the grappled
thousands of innocent people. target over the wall.
Eventually, one day Isdrekin grows convinced A character who is thrown over the wall takes 6d6
that the characters plan to overthrow him, so he bludgeoning damage upon landing on the frozen
arranges to have them killed. rocks 25 feet beyond the wall. The wall is 15 feet
high and 5 feet deep. Climbing the wall requires a
successful DC 13 Strength (Athletics) check. There
are no gates or other openings into the courtyard,
and no stairs that lead to the top of the wall.
saving bjorn
One or more characters can work together
to rescue Bjorn. After moving to where he is
suspended, one character can grab hold of the rope
and prevent Bjorn from falling into the pit. It takes
two rounds for a character to lower and manoeuvre
Bjorn to safety next to the pit. If two or more
characters collaborate, this takes only one round.
The wax candle burns through the last remains
of the rope 1d4 + 1 rounds after the battle starts.
Once this happens, Bjorn falls into the ice pit and
drops to 0 hit points.
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isdrekin nixius Change Shape. Isdrekin can magically
polymorph into a humanoid or back
Medium humanoid or large ice dragon into his true form as a bonus action.
(shapechanger, dragon), lawful evil Any equipment he wears or carries is
absorbed or borne by the new form
Armour Class 19 (natural armour) (Isdrekin’s choice). He reverts to his true
Hit Points 199 (19d10 + 95) draconic form if he dies.
Speed 30 ft. (40 ft., fly 90 ft., swim 20 ft.
in dragon form) Isdrekin’s statistics, other than his size,
speed, and attacks, are the same in each
STR DEX CON INT WIS CHA form. He retains the ability to cast spells
and use the Staff of the Ice Dragon.
21 (+5) 13 (+1) 19 (+4) 19 (+4) 16 (+3) 22 (+6)
Innate Spellcasting. Isdrekin’s innate
Saving Throws Dex +6, Con +8, Wis +11, spellcasting ability is Charisma (spell save
Cha +13 DC 16, +8 to hit with spell attacks). He can
Skills Arcana +10, History +4, Insight +7, innately cast the following spells once per
Perception +12, Intimidation +11, day, requiring no material components:
Persuasion +11
Damage Vulnerabilities bludgeoning, force At will: minor illusion, prestidigitation
Damage Immunities cold 1/day each: disguise self, identify, illusory
Senses blindsight 30 ft., darkvision 60 ft., script, arcanist’s magic aura, major image,
passive Perception 22 hallucinatory terrain, programmed illusion,
Languages Common, Draconic, telepathy magnificent mansion
120 ft.
Challenge 12 (8,400 XP)
Ice Walk. Isdrekin can move across
and climb icy surfaces without needing
to make an ability check. Additionally,
difficult terrain composed of ice or
snow doesn’t cost him extra movement.
Staff of the Ice Dragon. Isdrekin expends
one or more charges from his magical
quarterstaff to cast a spell (spell save DC
16, +8 to hit with spell attacks). The staff
has 15 charges. He can choose from the
following spells: arcane eye (3 charges),
conjure elemental (5 charges), fog cloud
(2 charges), ice storm (5 charges), legend
lore (3 charges), mirror image (2 charges),
or unseen servant (1 charge).
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actions lair actions
Multiattack. In dragon form, Isdrekin On initiative count 20, Isdrekin takes
makes three attacks: One with his bite a lair action to cause one of the effects
and two with his claws. In humanoid below. He can’t use the same effect two
form, he makes two melee attacks with rounds in a row. Characters with initiative
his magical quarterstaff. rolls of 20 act before the lair actions.
Bite (Dragon Form Only). Melee Weapon Thundersnow. A 15-foot radius sphere
Attack: +13 to hit, reach 10 ft., one target. within 120 feet of Isdrekin is filled with
Hit: 2d10 + 10 piercing damage. a thunderous snowstorm shot through
with searing lightning. The storm
Claw (Dragon Form Only). Melee Weapon spreads around corners, and its area is
Attack: +13 to hit, reach 5 ft., one target. heavily obscured. Each creature in the
Hit: 2d8 + 10 slashing damage. storm must make a DC 12 Constitution
saving throw, taking 2d6 cold damage
Glacial Breath (Dragon Form Only, and 2d6 lightning damage on a failed
Recharge 5–6). Isdrekin exhales a hail of save, or half as much damage on a
ice shards and freezing air in a 50-foot successful one. A creature that ends its
cone. Each creature in that area must turn in the storm takes an additional 2d6
make a DC 20 Dexterity saving throw, cold damage. The storm lasts 5 rounds
taking 6d10 piercing damage and 6d10 or until Isdrekin dies.
cold damage on a failed save, or half as
much damage on a successful one. Mirage. Spectacular, bewildering
A creature that rolls a natural 1 on a illusions flicker and flash inside a 30-
saving throw against Isdrekin’s breath foot cube within 120 feet of Isdrekin.
attack must immediately make a DC 10 Each creature in the area must succeed
Constitution saving throw. On a fail, the on a DC 12 Wisdom saving throw or be
creature is slain and frozen solid. Charmed until initiative count 20 on
the next round. Charmed creatures are
Quarterstaff (Humanoid Form Only). Incapacitated and have a speed of 0.
Melee Weapon Attack: +12 to hit, reach 5
ft., one target. Hit: 1d8 + 9 bludgeoning Arctic Husk. The air around one creature
damage. within 60 feet of Isdrekin solidifies in a
shell of ice. The creature must succeed
on a DC 13 Strength check or take 1d6
cold damage and become encased in ice
until initiative count 20 on the next turn.
An encased creature is Incapacitated. The
encased creature retains its initiative.
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isdrekin’s death
If Isdrekin is slain, read the following out loud:
Mortally wounded, Isdrekin crashes to the
ground. The impact of the fallen dragon
makes the entire castle tremble and results
in a massive cloud of snow and shattered ice
that covers the courtyard.
“How…can it end like this?” Isdrekin gasps
in disbelief. “Impossible. All my beautiful
plans, thwarted by…these weak, warm-
blooded, pathetic creatures.”
The ice dragon draws a final rasping
breath and moves no more.
When Isdrekin dies, his enchantments rapidly
dissolve. The tapestries fade, the ice walls start to
crumble, and the throne collapses in a huge cloud
of ice and snow. The characters sway briefly as the
magical ice castle turns to rubble around them.
Scores of white dragons that circle far overhead
shriek in anger. Leaderless, they scatter across
the sky and start fighting each other viciously a
moment later.
treasure
Isdrekin’s dragon hoard contains 21 pp, 1,824
gp, 133 ep, 1,415 sp, 27 various gems and
small diamonds (worth 25 gp each), two silver
necklaces (worth 50 sp each), eight engraved
golden goblets (worth 100 gp each), and eleven
ornate rings (worth 20 gp each).
The treasure also contains a shining chain mail
with a broad belt in red engraved leather, and a
sturdy double-headed greataxe in matte steel with
bronze inlays. The chain mail is an Armour of
Resistance (fire), and the axe is a Greataxe +2 in
dwarven design.
Isdrekin’s staff is an enchanted weapon called
Staff of the Ice Dragon. See chapter 9 for more
information about this magical item.
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CHAPTER 8: THE END OF A TRILOGY
fter Isdrekin has been defeated, the The letter reads as follows:
characters and Bjorn (if he is alive)
return to Northwind Gate and The It has come to our attention that you have saved
Wanderer’s Wand without incident. our lands from great devastation. We have been
The rough winds that have whipped across the told that you showed extraordinary bravery in
landscape abate, and the temperature rises the face of grave danger. On behalf of the town of
slightly, although it is still wintry cold. Northwind Gate, we wish to express our gratitude
A few days later, the characters receive a letter for your services.
from Lord and Lady Warblington, the most
prominent nobles in Northwind Gate. The elegant Please attend a ceremony in your honour at
envelope is delivered to the inn on a silver tray by three o’clock at the town hall. The ceremony
a shivering servant dressed in the Warblington will be led by Nïniann Envindra, Head of the
house’s livery. Seven Keys Library, together with several other
exclusive members of the Academy of Alchemy,
the Department for Higher Education, and the
School of Wizardry, among others.
This ceremony will be followed by a
private banquet at our humble abode
Warblington Court, where we will be joined
by other notable citizens and special guests.
Yours Graciously,
Lord and Lady Warblington, the 12th Duke
and Duchess of Northwind Gate
the ceremony
The ceremony is a grand affair witnessed
by several hundred people. It is
announced with loud fanfares that are
heard all over town. The characters are
roundly applauded as they arrive at the
town hall, which has been decorated
with lengths of green and white bunting.
Important people and various nobles
in Northwind Gate take turns praising
the characters for their bravery and
shaking their hands.
At the end of the ceremony, the
characters and Bjorn receive a medal
of honour each. The silvery medals
hang from broad bands of deep green
silk. Each medal is shaped into a
silver key, inlaid with adamantium,
and decorated with tiny studded
emeralds in a neat pattern.
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an extravagant banquet Nïniann Envindra, the Head of the Seven Keys
Library, says that she will personally guarantee
The banquet that follows the ceremony is a lavish the orbstones will be safe and secure.
affair with more than seventy-five guests. One of
those who attend is Lord and Lady Warblington’s tightened ties
young son, Bilbertius, a lanky man around
eighteen years old. The characters and Bjorn’s actions have also
strengthened the diplomatic ties between
Bilbertius drinks too much wine, complains Winterhold and Northwind Gate.
endlessly about how the actors at his theatre
company are worthless, and moans that no one Lord and Lady Warblington decide to send a
appreciates his highly developed genius. The group of their best-trained soldiers to Winterhold
characters may have encountered some of the to support the town’s protection. A drow invasion
unemployed actors that Bilbertius recently fired threatened Winterhold recently, and while the
during one of his frequent tantrums. dark elves were beaten back, it is a question of
time before they launch another attack or another
The evening ends with a spectacular show threat appears on the horizon.
of magical fireworks organised by the Alchemy
Academy. The fireworks paint the winter sky practice makes perfect
above Northwind Gate in cascades of brilliant
colours that light up the dark sky. The characters receive a group award of 15,000
XP for accomplishing the quest, plus additional XP
the orbstones for defeating monsters. Alternatively, the DM can
use this as a milestone award and the characters
The orbstones are brought to the underground gain one level.
vaults beneath the Seven Keys Library, where they
will be safeguarded. The library’s vault is known for the end
its security and protects other rare magical items
and artefacts.
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CHAPTER 9: NEW MAGIC ITEMS
staff of the ice dragon While holding the staff, you gain a +2 bonus to
spell attack rolls, your spell save DC increases by 2,
Staff, legendary (requires attunement by a spellcaster) and you gain a +1 bonus on AC. The staff can also
be wielded as a magic quarterstaff that grants a +2
This staff is carved from pale, smooth wood of bonus to attack and damage rolls made with it.
unknown origin. Its head is shaped like a dragon’s
head that sometimes blinks and changes expression. Spells. The staff has 15 charges. While holding
it, you can use an action to expend 1 or more of
its charges to cast one of the following spells from
it, using your spell save DC: conjure elemental
(5 charges), fog cloud (2 charges), ice storm (5
charges), arcane eye (3 charges), mirror image (2
charges), or unseen servant (1 charge).
The staff regains 1d10 + 5 charges daily at
midnight. If you expend the last charge, the staff
needs 1d100 days to absorb natural background
magic to renew 1 charge. It then recharges normally.
Icy Obliteration. When you cast a spell that deals
cold damage, the damage is doubled. You can use
this feature after you have made your attack roll,
but before your target has made a saving throw and
you have rolled the damage. The feature drains the
staff of all its charges except for one, and the staff
will not recharge until midnight 1d6 + 1 days later.
Sentience. The staff is lawful evil and has an
Intelligence of 15, a Wisdom of 16, and a Charisma
of 18. It has hearing and darkvision out to a range
of 120 feet. The staff communicates telepathically
with its wielder in a whispering voice. It can speak,
read, and understand Draconic and Common.
Personality. The staff retains the shrewd,
manipulative personality of the ice dragon that
was its original owner. It criticises other previous
wielders and constantly tries to reinforce its hold on
the wielder through flattery, threats, and promises.
Its purpose is to strengthen the influence of
Tiamat in the world. If the wielder neglects this
purpose, a conflict between the staff and its
wielder occurs at next midnight.
Draconic Visage. When a creature attunes to the
staff, their pupils turn into reptile-like vertical slits.
Soulbound. Those that attune to the staff sacrifice
a fragment of their soul to it. As a result, the spell
raise dead has no effect on a creature attuned to
the staff unless it is cast by a dragonborn.
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108
CHAPTER 10: LEGEND & LORE
drakenberg castle a castle comes to be
The history of Drakenberg Castle begins with a The remaining champions built numerous
cataclysmic battle that saw ice dragons exiled watchtowers in case the ice dragons reappeared.
from the Material Plane to the Plane of Ice several One such watchtower, located near Ice Dragons
thousand years ago. It was the culmination of the Peak, was named Drakenberg Tower. Over time, it
Second Winter War, a conflict in which chromatic was joined by a large garrison, a beautiful chapel,
dragons loyal to Tiamat fought against metallic a small library, and improved fortifications. This
dragons and their allies. was the foundation of Drakenberg Castle.
Powerful human and elven champions took part As the ice dragons remained absent, trade
in the war and rode dragons into battle. According flourished while the garrison grew smaller. Fifty
to legend, the final battle included evil fire and ice years after the end of the war, the Queen of
dragons on one side, opposed by a force of good- Farraway gave Drakenberg Castle to Sir Wyldmark,
aligned sun and thunder dragons. a newly appointed knight who had prevented
an attempted assassination of the queen. Sir
Scholars have hypothesised that sun dragons Wyldmark changed his name to Drakenberg and
are the ancestors of the golden dragons, while became the first Lord of Drakenberg Castle.
fire dragons and thunder dragons are forefathers
of the red and bronze dragons of today. However, disaster strikes
some claim that there is no direct hereditary
connection between them and that they are simply But the golden days didn’t last. During an annual
different subspecies. April Ball, when young nobles eligible for courting
were presented to large gatherings at the castle,
end and exile the nearby active volcano Ilde had a partial eruption
that forever changed the fate of Drakenberg Castle.
The Second Winter War lasted nearly a decade.
No quarter was given, and no mercy was shown Ice Dragons Peak and the nearby area suffered a
by either side. Defeat would mean loss of vast disastrous earthquake. The castle was ruined, and
territories, diminished influence in the world, or more than one thousand people, including Lord
even extinction. Drakenberg himself, lost their lives. Those who
survived the earthquake fled to Northwind Gate,
The final battle took place around Ice Dragons which was mostly spared from the earthquake, and
Peak, west of where the town of Northwind Gate they never returned to the castle again.
is situated today. For seven days and seven nights,
the dragons and their riders clashed, toppling Some whispered that Lord Drakenberg had sold
cliffs, vaporizing lakes, and scarring the landscape his soul to a devil and failed to keep his end of the
for millennia to come. bargain, but this claim has remained unproven.
Ultimately, the sun and thunder dragons won an enigmatic landmark
the battle. After slaying the last fire dragon, they
created a portal to the Plane of Ice, forced the ice The ruins of Drakenberg Castle were said to be
dragons through the portal, and sealed it off. haunted by the ghosts of those who perished in
the earthquake, and there have never been any
This ended the war, and the surviving ancestral attempts to rebuild the castle.
dragons withdrew from the Material Plane.
However, the exiled ice dragons swore to return With time, the history behind Drakenberg
one day and reclaim their lands. Castle faded into obscurity, but the jagged
mountain ridge next to the old ruins is still called
Ice Dragons Peak. Most locals believe the name
stems from how the mountain peak resembles a
sleeping dragon covered in snow.
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APPENDIX
non-player characters northwind gate
bjorn amberclan food, drink, and lodging
Bjorn Amberclan is a middle-aged male mountain There are several inns, taverns, and taprooms in
dwarf commoner (LG). He is short for a dwarf Northwind Gate. Three famous (and infamous)
and has copper-coloured hair around a bald patch. establishments are:
He is specialised in archaeology and the long-gone
Ironshield Clan, especially their ancient language. ➛ The Golden Goose, one of the town’s
finest inns and a favourite of local nobles,
Trait: Fieldwork is all good and well, but the including Lord and Lady Warblington. It is
best kind of research is the type that can be done known for its small but delicious portions
surrounded by books in a comfy inn. and expensive eight-course meals.
Ideal: Knowledge. I’m deeply passionate about ➛ The Quill, also known among students as
archaeology and my special research area is “The Feather”, is located near the town
ancient runes. (Good) hall. This lively tavern offers cheap food
and drink, lofty philosophical discussions,
Bond: I search for information and knowledge and loud debates. The Quill is famous for
that can help protect my hometown of Winterhold. its “Threefoot Ale”, a dwarven ale served
in a three-foot-long glass and meant to be
Flaw: I’m comfortable to a fault and try hard to downed in a single go.
avoid both dangers and unnecessary adventures
(I loathe outdoor camping). ➛ The Floating Taproom is a converted
paddlewheel boat that travels up and down
vadena ljung Riversnake in Northwind Gate. It is crewed
by retired gnome sailors from Whiteport.
Vadena Ljung is a willowy half-elf female A smaller boat called Boy follows The
commoner (NG) with short auburn hair and large Floating Taproom during the evening and
eyes. She often wears plain dresses in forest picks up intoxicated people who have fallen
colours and aprons with practical pockets. She overboard for a small fee.
lives in Northwind Gate together with her wife,
Mirrelion. Vadena is kind-hearted, hardworking, shops
and secretly very proud of the good selection of
wines offered at her inn, The Wanderer’s Wand. Some of the many shops in Northwind Gate
include Rough (outdoor equipment), Vials and
Trait: I always ask my guests how their day has Mixtures (potions), Scrolls For You (books,
been. I enjoy listening to other people and taking scrolls, and other literature), Scriptum (supplies
part in their busy lives. for scholars), The Shining Blade (melee
weapons) and its sister shop The Quiet Arrow
Ideal: Simplicity. Hard work and honesty lead (ranged weapons).
to happiness. (Good)
On the first Tuesday in every month, a night
Bond: I love my wife with all my heart, and I will market at the town square offers a variety of
let nothing come between us. goods, including magical items and rare books.
Flaw: I always want people to feel welcome at
my inn, but I can’t stop fussing over small details.
If someone complains, I take it very personally.
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worship winter adventuring gear
For those of faith, the largest temples in Northwind Item Cost Weight
Gate are dedicated to Mimir (God of wisdom), Tyr
(God of justice), and Dunatis (God of mountains). Animal winter barding 10 gp 30 lb.
Insulated iron flask 5 sp 2 lb.
A large oaken tree near the Academy of Ice climbing kit
Alchemy is said to be blessed by Silvanus (God Ice grips for shoes 25 gp 25 lb.
of nature). Its branches are covered with braided Ice skates 5 sp 3 lb.
strips of colourful cloth added by followers of Ice yacht 2 gp 5 lb.
Silvanus in hope of good fortune. Set of ice claws
Snowshoes 50 gp 150 lb.
There are also plenty of chapels and shrines in Skis 3 cp 1 lb.
honour of other deities. Sled 5 cp 3 lb.
Thick sleeping mats 2 gp 5 lb.
bathing Winter clothes 5 gp
Winter tent (sleeps 2) 1 gp 35 lb.
The town is widely known for its thermal baths. 7 lb.
Anyone can enjoy a dip in the river, and those 10 gp 8 lb.
willing to part with 5 sp get access to purpose- 4 gp
built bath houses that provide private pools, 30 lb.
towels, thick pieces of soap (lavender, rose, or
acacia), and heated lemon-scented showers for
rinsing off the slightly sulfidic water. 30 minutes
spent in the bath gives 1d6 of temporary hit points
and removes one level of exhaustion.
Other landmarks include the Museum of
Extraordinary Items from the Past (entrance 5 sp),
the Old Astronomy Tower (entrance 5 cp), and
Warblington Court Pleasure Gardens (entrance 1
gp; open afternoons to well-dressed visitors only).
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how to scale this adventure damage on a successful save and nothing more
happens. For each failed save, the character takes
Make the following adjustments to scale the adventure another 3d10 psychic damage each turn until
up or down so it suits the level of your group. the character succeeds on their save, defeats the
encounter, or dies.
tiers
encounters
Tier 1 represents levels 1–4 for an adventure
group of three to five characters. Replace the white dragon wyrmling with:
Tier 1: Use the encounter as described in the
Tier 2 represents levels 5–10 for an adventure adventure.
group of three to five characters. Tier 2: Use the encounter as described in the
adventure.
Tier 3 represents levels 11–16 for an adventure Tier 3: One young white dragon. CR 6 (2,300 XP).
group of three to five characters. Tier 4: One young white dragon. CR 6 (2,300 XP).
Tier 4 represents levels 17–20 for an adventure Replace eight giant spiders with:
group of three to five characters. Tier 1: Two giant spiders. CR 2 (600 XP).
Tier 2: Use the encounter as described in the
skill checks and saves adventure.
Tier 3: Five phase spiders. CR 10 (7,000 XP).
Adjust the DC for skill checks and saves in the Tier 4: Eight phase spiders. CR 15 (14,000 XP).
following way:
Replace two lamias with:
Tier 1: Decrease all DC checks by -2. Tier 1: One griffon. CR 2 (450 XP).
Tier 2: Use the encounter as described in the
Tier 2: Use the DC checks in the adventure. adventure.
Tier 3: Two lamias and one gynosphinx. The
Tier 3: Increase all DC checks by +2. gynosphinx takes part in the battle but teleports
away permanently if it loses more than half of its
Tier 4: Increase all DC checks by +4. hit points. CR 13 (10,000 XP).
Tier 4: Two lamias and one gynosphinx. The
trap gynosphinx takes part in the battle. CR 17
(18,800 XP).
Suggested changes to effects when the characters
steps on the smaller symbol at the old cemetery: Replace each ghost with:
Tier 1: One ghast. CR 2 (450 XP).
Tier 1: The character takes 1d10 psychic damage Tier 2: Use the encounter as described in the
on a failed save and is Frightened, or half as much adventure.
damage on a successful save and nothing more Tier 3: One vampire. 13 (10,000 XP).
happens. For each failed save, the character takes Tier 4: One mummy lord. CR 15 (13,000 XP).
another 1d10 psychic damage each turn until
the character succeeds on their save, defeats the
encounter, or dies.
Tier 2: Use the encounter described in the
adventure.
Tier 3: The character takes 2d10 psychic damage
on a failed save and is Frightened, or half as much
damage on a successful save and nothing more
happens. For each failed save, the character takes
another 2d10 psychic damage each turn until
the character succeeds on their save, defeats the
encounter, or dies.
Tier 4: The character takes 3d10 psychic damage
on a failed save and is Frightened, or half as much
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isdrekin nixius Quarterstaff (Humanoid Form Only). Melee
Weapon Attack: +8 to hit, reach 5 ft., one target.
Change the statistics for Isdrekin Nixius in the Hit: 1d8 + 4 bludgeoning damage.
following way:
Isdrekin can’t take any legendary actions or lair
Tier 1: actions.
Armour Class 16 (natural armour) Challenge 4 (1,100 XP)
Hit Points 75 (10d8 + 30) Tier 2:
Saving Throws Dex +4, Con +6, Wis +9, Cha +11 Use the encounter as described in the adventure.
Staff of the Ice Dragon. Isdrekin expends one or Tier 3:
more charges from his magical quarterstaff to cast a
spell (spell save DC 16, +8 to hit with spell attacks). Armour Class 19 (natural armour)
The staff has 15 charges. He can choose from
the following spells: fog cloud (2 charges), mirror Hit Points 207 (18d12 + 90)
image (2 charges), ray of frost (2 charges), sleet
storm (5 charges), or unseen servant (1 charge). Saving Throws Dex +6, Con +13, Wis +11, Cha +17
Innate Spellcasting. Isdrekin’s innate spellcasting Staff of the Ice Dragon. Isdrekin expends one
ability is Charisma (spell save DC 14, +6 to hit or more charges from his magical quarterstaff
with spell attacks). He can innately cast the to cast a spell (spell save DC 18, +10 to hit with
following spells once per day, requiring no spell attacks). The staff has 15 charges. He can
material components: choose from the following spells: arcane eye (3
charges), conjure elemental (5 charges), fog cloud
At will: minor illusion (2 charges), ice storm (5 charges), legend lore (3
1/day each: disguise self, arcanist’s magic aura, charges), mirror image (2 charges), or unseen
invisibility, hypnotic pattern servant (1 charge).
Multiattack. In dragon form, Isdrekin makes two Legendary Resistance (3/Day). If Isdrekin fails a
attacks: One with his bite and one with his claws. saving throw, he can choose to succeed instead.
In humanoid form, he makes two melee attacks
with his magical quarterstaff. Innate Spellcasting. Isdrekin’s innate spellcasting
ability is Charisma (spell save DC 19, +11 to
Bite (Dragon Form Only). Melee Weapon Attack: hit with spell attacks). He can innately cast the
+7 to hit, reach 10 ft., one target. Hit: 1d10 + 4 following spells once per day, requiring no
piercing damage. material components:
Claw (Dragon Form Only). Melee Weapon Attack: At will: minor illusion, prestidigitation
+7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 1/day each: disguise self, identify, illusory script,
slashing damage. arcanist’s magic aura, invisibility, suggestion,
hypnotic pattern, major image, hallucinatory
Glacial Breath (Dragon Form Only, Recharge 5–6). terrain, programmed illusion, magnificent
Isdrekin exhales a hail of ice shards and freezing mansion, mirage arcane
air in a 15-foot cone. Each creature in that area
must make a DC 17 Dexterity saving throw, taking Multiattack. In dragon form, Isdrekin makes three
2d10 piercing damage and 2d10 cold damage attacks: One with his bite and two with his claws.
on a failed save, or half as much damage on a In humanoid form, he makes two melee attacks
successful one. A creature that rolls a natural 1 with his magical quarterstaff.
on a saving throw against Isdrekin’s breath attack
must immediately make a DC 10 Constitution Bite (Dragon Form Only). Melee Weapon Attack:
saving throw. On a fail, the creature is slain and +16 to hit, reach 10 ft., one target. Hit: 2d12 + 10
frozen solid. piercing damage.
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Claw (Dragon Form Only). Melee Weapon Attack: hypnotic pattern, major image, hallucinatory
+18 to hit, reach 5 ft., one target. Hit: 2d10 + 10 terrain, programmed illusion, magnificent
slashing damage. mansion, mirage arcane
Glacial Breath (Dragon Form Only, Recharge Multiattack. In dragon form, Isdrekin makes three
5–6). Isdrekin exhales a hail of ice shards and attacks: One with his bite and two with his claws.
freezing air in a 90-foot cone. Each creature in In humanoid form, he makes two melee attacks
that area must make a DC 26 Dexterity saving with his magical quarterstaff.
throw, taking 8d10 piercing damage and 8d10
cold damage on a failed save, or half as much Bite (Dragon Form Only). Melee Weapon Attack:
damage on a successful one. A creature that rolls +15 to hit, reach 10 ft., one target. Hit: 3d10 + 10
a natural 1 on a saving throw against Isdrekin’s piercing damage.
breath attack must immediately make a DC 10
Constitution saving throw. On a fail, the creature Claw (Dragon Form Only). Melee Weapon Attack:
is slain and frozen solid. +15 to hit, reach 5 ft., one target. Hit: 3d8 + 10
slashing damage.
Quarterstaff (Humanoid Form Only). Melee
Weapon Attack: +14 to hit, reach 5 ft., one target. Tail. Melee Weapon Attack: +18 to hit, reach 20
Hit: 2d8 + 9 bludgeoning damage. ft., one target. Hit: 2d8 bludgeoning damage and
3d8 piercing damage.
Isdrekin can also take lair actions as described in
his statistics. Frightful Presence. Each creature of the
dragon’s choice that is within 120 feet of the
Challenge 14 (11,500 XP) dragon and aware of it must succeed on a DC 26
Wisdom saving throw or become frightened for
Tier 4: 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect
Armour Class 20 (natural armour) on itself on a success. If a creature’s saving throw
is successful or the effect ends for it, the creature
Hit Points 276 (19d12 + 153) is immune to the dragon’s Frightful Presence for
the next 24 hours.
Saving Throws Dex +8, Con +10, Wis +13, Cha +15
Glacial Breath (Dragon Form Only, Recharge
Staff of the Ice Dragon. Isdrekin expends one 5–6). Isdrekin exhales a hail of ice shards and
or more charges from his magical quarterstaff freezing air in a 50-foot cone. Each creature in
to cast a spell (spell save DC 18, +10 to hit with that area must make a DC 22 Dexterity saving
spell attacks). The staff has 15 charges. He can throw, taking 8d10 piercing damage and 8d10
choose from the following spells: arcane eye (3 cold damage on a failed save, or half as much
charges), conjure elemental (5 charges), fog cloud damage on a successful one. A creature that rolls
(2 charges), ice storm (5 charges), legend lore (3 a natural 1 on a saving throw against Isdrekin’s
charges), mirror image (2 charges), or unseen breath attack must immediately make a DC 10
servant (1 charge). Constitution saving throw. On a fail, the creature
is slain and frozen solid.
Legendary Resistance (3/Day). If Isdrekin fails a
saving throw, he can choose to succeed instead. Quarterstaff (Humanoid Form Only). Melee
Weapon Attack: +16 to hit, reach 5 ft., one target.
Innate Spellcasting. Isdrekin’s innate spellcasting Hit: 3d8 + 9 bludgeoning damage.
ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). He can innately cast the Legendary Actions. Isdrekin can take 3 legendary
following spells once per day, requiring no actions, choosing from the options below. Only
material components: one legendary action option can be used at a time
and only at the end of another creature’s turn. The
At will: minor illusion, prestidigitation dragon regains spent legendary actions at the
1/day each: disguise self, identify, illusory script, start of its turn.
arcanist’s magic aura, invisibility, suggestion,
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Detect. Isdrekin makes a Wisdom (Perception) 115
check.
Tail Attack. Isdrekin makes a tail attack.
Wing Attack (Costs 2 Actions). Isdrekin beats his
wings. Each creature within 15 feet of Isdrekin
must succeed on a DC 25 Dexterity saving throw
or take 2d8 + 12 bludgeoning damage and be
knocked prone. Isdrekin can then fly up to half his
flying speed.
Isdrekin can also take lair actions as described in
his statistics.
Challenge 21 (33,000 XP)
how to scale treasures
Adjust Isdrekin’s treasure as follows:
Tier 1: Decrease the value of the treasures by half
the value, and add a breastplate and a Greataxe +1.
Tier 2: Use the same treasure as described in the
adventure.
Tier 3: Double the value of the treasures in the
adventure, and add an Armour of Resistance (fire)
and a Greataxe +2.
Tier 4: Increase the value of the treasures in
the adventure fivefold, and add an Armour of
Resistance (fire) and a Greataxe +3.
Adjust Bjorn’s reward as follows:
Tier 1: 50 gp.
Tier 2: Use the same reward as described in the
adventure.
Tier 3: 200 gp.
Tier 4: 300 gp.
Other treasures in the adventure:
Tier 1: Decrease the value of the treasures by half
the value.
Tier 2: Use the treasures in the adventure.
Tier 3: Double the value of the treasures in the
adventure.
Tier 4: Increase the value of the treasures in the
adventure fivefold.
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THE
ICE AND MAGIC
COMPENDIUM
Ice dragons, winter spells, enchanted wondrous items,
and more for the world’s greatest roleplaying game
A MIDNIGHT TOWER COMPENDIUM
www.midnight-tower.com
CONTENTS
The School of Wizardry 119 Evil non-player characters 146
Magic wondrous items 120 Winter spells
126 Spell descriptions 148
The Academy of Alchemy 126 New monsters 149
Alchemy recipes 129 Razor icicle
130 Snow fox 151
The Seven Keys Library 133 Legend & Lore 151
Library books 135 Vittra Springs 153
Other books 138 More adventures in Northwind Gate
140 155
Ice dragons 142 155
Ancient ice dragon 143
Adult ice dragon 156
Young ice dragon
Ice dragon wyrmling
Ice dragon heritage 144
Dragonborn 144
Sorcerer 145
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THE SCHOOL OF WIZARDRY
f you search for knowledge in the field
of magic and spellcasting, pay a visit
to this prominent school of the
arcane arts in Northwind Gate.
Dozens of experienced wizards make
their home in these old halls, where they
spend their days and nights studying
rare magical items, developing new
spells, and training aspiring mages.
The school is renowned throughout
Eastern Farraway for the many
prominent magic-users who have
studied here. It is situated in a converted
three-storey mansion in central
Northwind Gate. It features three large
lecture halls, numerous small studies
with scribe’s desks, and many cosy
reading rooms that come fully stocked
with good tea and high-quality biscuits. A
large shop in the attic stocks many types
of material components that mages and
students can buy at discounted prices.
There is also a small, excellent, and
expensive tearoom in the western tower.
Every Wednesday, the school offers a
public lecture to all who are interested
and can find a seat. Topics range from
new cantrips to artefacts and advanced
theories. Sometimes, scholars from the
Seven Keys Library or the Department for
Higher Education among the audience
disagree with the lecturer, and heated
debates are common. The lectures (or
debates) traditionally spill over to the
Quill, a nearby tavern, and can last well
into the night.
Anyone who wishes to consult
one of the resident wizards about
magical items or other arcane
matters can apply at the school’s
reception for a meeting.
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magic wondrous items
bookmark cunning
of wizardry quill
bookmark of wizardry cunning quill
Wondrous item, rare (requires attunement by a Wondrous item, rare
wizard)
This magical quill pen provides you with a +2
While having this bookmark on your person, you bonus on checks made to add spells to the your
can tap into its powers and regain one wizard spellbook. The quill pen also provides you with
spell slot as an action. This property can’t be used a +2 bonus on Deception checks when it is used
again until next dawn. to create forged documents, and a +2 bonus
on Intimidation checks when using the pen to
In addition, you can use an action to cast the write threats. In addition, the quill pen enables
spell legend and lore from it. When this spell is you to cast the spell illusory script once per day
cast, the bookmark is drained of arcane power (recharges at noon).
and needs 3d6 days to absorb natural background
magic before the spell can be cast again. The quill pen is one foot long and remarkably
soft to the touch. The feathers range from pearly
The bookmark must be kept in a spellbook white to a honey-like brown and finally a velvety
overnight, or it loses its powers and regains them black hue.
after 1d6 + 2 days. At the DM’s discretion, the
bookmark may be sentient and have any alignment. It is believed the quill pen derives its magical
powers from its feather, which is imbued with
This bookmark is cut from smooth, skilfully mystical powers and comes from a sphinx who
curated wyvern hide. Its red and braided cord is was willing to part with it. Most scholars maintain
made of dyed silk from the Silver Woodlands. It is that the Cunning Quill was created in the city of
embroidered with elvish writing in silver thread and Dunn Omaar, a remote sanctuary for sages and
a holy symbol. The words read “study and prosper”. those who worship the deity of knowledge. The
city is said to be guarded by sphinxes who ensure
The bookmark is over three hundred years old only those who truly understand the value of
and has been used by numerous scholars and wisdom are allowed entrance.
mages. Over the centuries, the bookmark absorbed
magic from the books it has been kept in, and with
time it has become a powerful magical item.
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enlightening
lantern
mandrogoran’s
sight
enlightening lantern mandrogoran’s sight
Wondrous item, rare Wondrous item, rare
This magical lantern is filled with tiny, glittering This magical magnifying glass provides you with
slow-moving motes that wink in and out of a +2 bonus on Investigation checks when used
existence. The motes make the lantern shine with as part of the check. The magnifying glass also
bright golden light in a 10-foot radius and dim grants you the ability to cast the following spells
light for an additional 10 feet. All creatures inside once per day: detect invisibility, true sight, and
the radius of bright light receive a +1 bonus on identify. Each spell requires 1 charge.
Wisdom- and Intelligence-based skill checks.
The magnifying glass has 3 charges, and it
A verbal command – the gnomish word for regains 1d4 expended charges daily at dawn. If
“Understanding” – lights the lantern, after which all charges are spent, the magnifying glass is inert
it can remain lit for a maximum of twelve hours for thirty days while it regains 1d4 charges by
per day (recharges at dawn). The lantern doesn’t accumulating low-level magic from its surroundings.
generate any heat and it can’t ignite objects. If
the lantern takes more than 10 damage, its glass This exquisite magnifying glass is fashioned
shatters, the motes drift away, and the lantern from steel and features a handle in smooth,
loses its magical properties. polished maple. The thick, perfectly clear lens is
made of liquid sand, ground eggshells from silver
This plain but delicate and precisely crafted dragons, and Nefru crystals. The cap at the end
lantern is made of grey brushed steel and smooth, of the handle is made of silver and shaped like an
crystal-clear glass panes. The symbol of the Seven owl with its wings spread wide.
Keys Library is embossed on the base of the
lantern. An engraving in the base of the lantern Mandrogoran’s Sight was created by Brielle
reads “Do not remove from the library”. Mandrogoran, a gnome from Coppertown who
had the title of Master Tinker at the Eagleberry
At one point in time, these lanterns were found Workshop, famous for producing research
in the reading rooms at the Seven Keys Library. equipment used by mages across the realm.
However, over time some students of dubious
moral have removed a number of the lanterns
from the library.
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ottila’s Placing the bag inside an extradimensional
bewitched space created by a Bag of Holding, a Handy
bookbag Haversack, a Portable Hole, or something
similar destroys both items and opens
ottila’s bewitched bookbag a gate to the Astral Plane. All creatures
within 10 feet of this gate are drawn
Wondrous item, very rare through the gate and dumped in a random
This shoulder bag is roughly 2 by 2 feet on the place on the Astral Plane, after which the
outside and has two main features: Storing books, gate immediately closes permanently.
and providing a comfortable, reading-friendly shelter. Superb Shelter. Once per day, if you
whisper the arcane words for “Reading
Splendid storage. The space inside the bag time” (which are written on the inside of
has been magically expanded and can store up the bag’s lid) and place the bookbag on a flat
to three hundred and thirty-three books, scrolls, surface, the symbols on the bag momentarily
tomes, and many other types of documents. glow brighter and the bag unfolds into a
large tent in heavy purple canvas. This
The bag is partially sentient and has its own transformation takes one minute. Two signs
mind as to what constitutes an acceptable book or appear outside the tent on each side: One
document, and the DM always decides whether or of the signs reads “Silence”, while the other
not any given item can be stored. sign reads “Please do not disturb”. The writing
on the signs is magical and adapts so that it is
The bag weighs 5 pounds no matter how many readable to all who see the signs and understand
books it holds, and retrieving a book from the bag at least one language. The tent is 6 by 15 feet
requires an action. When filled with the maximum and 10 feet tall. It has 150 hit points, resistance
number of books, the bag ejects any additional to bludgeoning damage, and is unaffected by
books along with a faint, frustrated sigh. The bag nonmagical cold, heat, rain, and wind.
is waterproof, has 200 hit points, and resistance Inside the pitched tent are wooden bookcases
to all types of damage. If it is ruined, all books that contain all the books that were stored in the
stored inside materialise in a 15-foot sphere above bag, a cosy reading chair, a small colourful rug, a
the remnants of the bag and fall to the ground. reading lantern hanging from the ceiling, and a
The bag can’t be turned inside out. steaming cup of tea on a small three-legged table.
The bookbag is made out of waxed, vibrant
purple canvas. A robust leather strap is attached
to each end. A length of glowing arcane runes
decorates the edge of the lid.
The bookbag belonged to Ottila Wyrren,
renowned wizard and head librarian at the
Crimson University in Hammersong, who was
legendary for her extensive travels and obsessive
reading habits. Upon returning to the university
after she lost a rare tome to a sudden hailstorm,
she co-operated with the city’s best artificers to
produce a magical item that would let her both
collect and protect books during her journeys.
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trickster’s zacki buttercup’s magnificent teapot
wand
Wondrous item, very rare
trickster’s wand
This large, elegant teapot was made by Zacki
Wand, very rare (requires attunement) Buttercup, who together with her twin brother
This wand has 7 charges. While holding the wand, is renowned for inventing items that combine
you can use an action to expend 1 or more of its sometimes erratic magic with innovative ideas.
charges to cast one of the following spells from it: The teapot is cast in glossy porcelain, with smooth
mage hand (1 charge), disguise self (2 charges), curves and accents in flamboyant green, but its
darkness (3 charges), or silence (3 charges). The colour depends on what tea it most recently brewed.
wand regains 1d4 + 1 expended charges daily at
dusk. If you expend the last charge in the wand, Previous owners of the teapot have been known
roll 1d20. On a roll of a natural 1, the wand to order matching sets of cups and saucers, even
disintegrates into black ash after the spell has though the teapot’s often whimsical teas and
been cast. generally unpredictable behaviour mean that it is
rarely on display during social events.
Because of the wand’s slender shape, Dexterity
(Stealth) or Charisma (Deception) checks made to Brewing Tea. The teapot can produce one
conceal the wand are made with a +2 bonus. brewing of tea per day (recharges by teatime).
If the teapot is filled with one pint of water, it
This sleek, elegant want is crafted from the purple- grows steaming hot and vibrates gently. After 1d4
hued wood of Grovesong trees. Its end cap is made minutes, the water has been transformed into
from brushed silver and designed as the head of tea and the teapot grows still. The teapot also
a dark-eyed cat, while the handle is wound with a changes colour depending on the tea it has chosen
ribbed leather cord for a secure grip. The core of the to brew (see the Primary Effects table).
wand holds a strand of hair from its creator.
One brewing generates enough tea for up to
Coveted by thieves across the realm, this four normal-sized creatures. A creature can be
wand was crafted over two hundred years ago by affected by only one cup of tea at any one time.
Zeltrana Lamian, an archmage at the Vermillion Unless stated otherwise, all effects, including
Court. She presented it as a gift to Wylam spells learned and boons gained, are temporary
Duskcloak, the royal spymaster and a close friend and last for 1d4 + 1 days, after which the effects
to Zeltrana. The wand’s discreet design means it of a new cup of tea can be enjoyed. If an effect
is easy to hide in holsters or inside hollow rods. grants a creature proficiency in a skill in which
the creature already is proficient, the creature can
double its proficiency bonus.
After 1 hour, the teapot cools down, transfers
any leftover tea to an unknown dimension, and
becomes sparkling clean on the inside. Attempts
to brew normal tea or store any liquids other than
water in the teapot result in the liquids and tea
leaves being ejected in a small hissing burst with
a 5-foot radius.
The results of drinking the tea it produces are
highly variable. When a pot of tea is brewed, roll
1d6 on the Primary Effects table and 1d20 on the
Secondary Effects table to see what effects the tea
will have on those who drink it.
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zacki buttercup’s
magnificent teapot
PRIMARY EFFECTS
1. The teapot turns vibrant green with purple accents. The tea tastes of elderflower, with a hint of oak and fern.
You gain a +1 bonus to Strength
2. The teapot turns deep purple with yellow accents. The tea tastes of green tea, with a hint of hot spices and
smoky herbs. You gain a +1 bonus to Dexterity
3. The teapot turns dark grey with copper accents. The tea tastes of black currant, with a hint of cold iron and
dry sandstone. You gain a +1 bonus to Constitution
4. The teapot turns vividly blue with silver accents. The tea tastes of lemon, with a hint of ocean salt and
autumn rain. You gain a +1 bonus to Wisdom
5. The teapot turns powdery white with green accents. The tea tastes of mango, with a hint of fresh snow and
crushed ice. You gain a +1 bonus to Intelligence
6. The teapot turns bright red with golden accents. The tea tastes of raspberry, with a hint of roses and
orchids. You gain a +1 bonus to Charisma
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SECONDARY EFFECTS MALFUNCTIONS
1. The teapot malfunctions! Roll 1d4 and 1. The tea is brown, sludgy, and tastes
check the Malfunctions table to see of mashed slugs. The teapot can’t be
what happens used for 1d4 days
2. You learn the cantrip mage hand 2. The teapot falls asleep. Any creature
who listens closely can hear gentle
3. You have advantage on Concentration snoring. Nothing happens to the
checks water. The teapot can’t be used again
until the next dawn
4. Your tongue turns silvery
3. The teapot spins with blurring speed
5. You learn the cantrip prestidigitation and then teleports to a flat surface up
to 15 feet away. The teapot can’t be
6. You gain 1d4 temporary hit points used for two days
7. You can add your proficiency bonus to 4. With a loud bang, the lid falls off and
History checks a spray of scalding hot water erupts
from the teapot. All creatures within
8. You learn the cantrip message 5 feet must succeed on a DC 14
Dexterity saving throw or take 1d10 fire
9. You don’t need to sleep damage. No tea is produced, and the
teapot can’t be used again until the
10. You gain a +1 bonus to Perception next new moon
checks
11. You learn the cantrip mending
12. You can add your proficiency bonus to
Investigation checks
13. You gain immunity to poison damage
14. Your hair turns golden
15. You can cast the spell comprehend
languages once
16. You learn the cantrip guidance
17. You gain resistance against cold damage
18. You immediately know the location of
the nearest library
19. You learn the languages Abyssal,
Celestial, and Infernal
20. Roll twice on the list (ignoring any
rolls of a 20)
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THE ACADEMY OF ALCHEMY
ome inside the vaults of the Academy The academy is a hive of activity day and night.
of Alchemy, where scholars and Artificers supervise unpredictable experiments,
artificers use mysterious tools and apprentices study the effects of complex recipes,
materials to bestow your equipment and dozens of staff operate forges or run errands.
with surprising powers. Vats, tubes, and bottles on long workbenches
Located on the fringe of Northwind Gate, the bubble and fizz with strange fluids that illuminate
academy consists of several low buildings in the rooms with vivid colours. New and potentially
timber and masonry around a small courtyard. volatile recipes are tested in a special chamber
Many buildings are interconnected by roofed that features walls reinforced with adamantine.
walkways and underground passages. There
is also a secure vault for the storage of rare The artificers are assisted by over a dozen
elements and valuable substances. imps and pseudodragons, which often are seen
perched on the rooftops or circling the academy.
Those who wonder how such different creatures
can work side by side are told that the familiars
have put their differences aside, as they know how
unstable some of the ongoing experiments are.
Many come here to reinforce their armour or
give their weapons an extra edge. Some examples
of frequent customers are adventuring parties
that plan to explore the dangerous mountains
around Northwind Gate, and bodyguards who
travel with merchants’ caravans through the
wilderness. In addition, artificers from other
parts of Farraway often travel here to exchange
recipes, insights, and news.
The following alchemy recipes add additional
nonmagical properties to weapons and armour.
Each recipe has a typical cost and time
required for the process in the laboratory.
Some recipes are limited to specific
materials or types of weapons. The
items treated in the laboratory
must normally be nonmagical,
but at the DM’s discretion,
magical weapons may
be treated too.
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flametip oil
frostfang
flametip oil frostfang
This alchemy recipe consists of an oil that can This recipe adds rows of sharp, ice-like crystals to
be used on thrown weapons or ammunition. It the edges of bladed weapons that deal additional
ignites when it travels through air at high speeds slashing damage. The weapon is dipped into a
and deals additional fire damage to the target. dangerously cold substance that glows radiant
The oil can coat the tip of one thrown weapon blue and causes occasional snowfall in the
(e.g. javelins and daggers) or up to 5 pieces of laboratory. One treatment can be applied to a
ammunition or darts. single weapon that deals slashing damage. The
frostfang treatment is permanent.
The substance is a volatile mixture of lava,
refined mercury, and pulverised red dragon The crystals grant the weapon a +2 bonus to
teeth. When the flametip oil has been applied to damage rolls. In addition, the crystals deal an
a weapon, the weapon must remain still for five additional 1d10 damage against creatures that
rounds until the oil has solidified or it may ignite have vulnerability to cold damage.
by accident.
This recipe was devised for the dragonborn
Ammunition and thrown weapons treated with barbarian Neimgar Rusk, who leads the Snow
this oil deal 1d6 additional fire damage to a target Bear Tribe in the Hinterdale Region.
upon a hit. A flammable object that is hit ignites
if it isn’t being worn or carried. In addition, the Cost: 500 gp.
impact causes a flare that gives creatures with Time required: 1 day.
darkvision a -1 penalty on attack rolls until the end
of their next turn. The oil is consumed and used
up when it ignites.
Cost: 50 gp.
Time required: 2 days.
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knight ’s Shields. A shield treated with this recipe can
favour affect the accuracy of ranged attacks aimed at the
wielder. The wielder receives a +1 bonus to their
AC against ranged attacks made with weapons or
ammunition that are wholly or partly metal (e.g.
thrown daggers or arrows).
Cost: 450 gp.
Time required: 2 days.
metalbreath
This alchemy recipe changes the composition of
metal by decreasing its weight. The item is placed
inside a gigantic oven powered by an array of copper
tubes filled with grey-blue bubbling fluids that
originally were collected on the Plane of Air. One
treatment can be applied to a single weapon, one
shield, or set of armour made primarily of metal.
knight’s favour Weapons. The metalbreath recipe changes the
weight and property of a weapon. It turns one
This alchemy recipe turns metal armour magnetic heavy weapon into a normal weapon, or it turns
by treating it in a complex laboratory device one normal weapon into a light weapon. If the
powered by magical ore mined from the Plane of recipe is applied to a weapon that already is light,
Earth. One treatment can be applied to one shield the weapon gains the finesse property. The weapon
or set of armour. The armour or shield must grants the wielder a +1 bonus on attack rolls, as the
consist mainly of metal. weapon is lighter and easier to wield. In addition,
the weight of the weapon is reduced by half.
While the device is in operation, metal objects
are prohibited in the laboratory, as these may Cost: 300 gp.
be caught in magnetic currents and fly around Time required: 7 days.
at high speeds. There is a large sign with angry
writing next to the device that reminds forgetful Shields. The metalbreath recipe reduces the
alchemists about this ban. Apprentices are not weight of the shield to 3 pounds. In addition,
allowed to operate the device. you may add your shield’s AC bonus to Dexterity
saving throws you make against spells and ranged
Armour. Armour treated with this recipe becomes spell attacks.
easier to don and doff by removing the need for
clasps and straps. Medium armour can be donned Cost: 100 gp.
in 2 rounds rather than 5 minutes, and heavy Time required: 4 days.
armour can be donned in 5 rounds rather than 10
minutes. Doffing both types of armour takes only Armour. The metalbreath recipe reduces the
one round. weight of the armour by half, and the Strength
requirement for chain mail, splint, and plate
Cost: 700 gp. armour is removed. In addition, the recipe
Time required: 3 days. increases the maximum Dexterity modifier for
armours by 1.
Cost: 250 gp.
Time required: 10 days.
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THE SEVEN KEYS LIBRARY
elcome to the Seven Keys Library, rules
pride of Northwind Gate and home
to countless books on all subjects Visitors can borrow books if they obtain a library
imaginable. Founded over a thousand card, which requires leaving a magical item as a
years ago by the Ravenluck Company, a group deposit at the library. Library cardholders may
of prosperous spellcasting adventurers, its halls borrow only one book at a time and must pay a fee
contain one of the world’s largest collections of of 2 gp.
books, tomes, and scrolls.
The library is made up of six imposing towers All books have a magical sigil at the back with
(a seventh tower was lost to a firestorm 400 years stern instructions for how to look after the book.
ago) that are visible from miles away. The text in the sigil reads “Property of the Seven
Enjoy a cup of cardamom tea in the foyer before Keys Library, handle with care! Keep away from
you browse the long dark aisles for rare tomes fire, rain, damp, acid, ink, and magical potions. Do
and obscure lore. But keep your voice down, and not tamper with the library sigil!”
be gentle with the books – the head librarian has
eyes everywhere, and she isn’t to be trifled with. If someone meddles with the sigil, the book
vanishes in a puff of smoke and rematerialises in
an alternative dimension accessible only by a head
librarian. In addition, the person who meddled
with the sigil loses their deposit and their library
card is cancelled.
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how to use the books library books
The following books can provide a permanent 101 ways to tame beasts and monsters
bonus to a skill check if the text is studied for a
minimum of four hours every day for a week. After By Krung Slaytoth (144 pages)
one week of continuous studying, roll 1d6. On a
result of 5 or 6, you gain a +1 bonus to skill checks Skill check bonus: The book gives the reader
made for the subject covered by the book. You the possibility to gain a +1 bonus to Animal
can only get this bonus once from each book. The Handling checks.
bonuses stack with existing bonuses. Reference usage: If you are using the book when
trying to identify a beast based on its tracks or
On a result of 1 to 4, you learn nothing new sounds, you make the check with advantage.
or the text was too complicated for you to
understand, but you can keep studying the book This book contains a wealth of advice on how
and make a new roll again after seven more days to control and train animals of all kinds, ranging
of continual study have passed. You can only study from domestic cats to giant elks, using methods
one subject at a time. All books are nonmagical. such as special ropes, finely controlled body
language, and, when needed, manic gesturing.
At the DM’s discretion, if you have the book
on your person, you may also be able to use the More a collection of pages loosely bound
books for reference when making certain skill between two sheets of stiff leather than a proper
checks. In this case, the book provides you with book, this volume is tattered, scratched, and dog-
an additional +1 bonus on the check. eared, and features many comments written in
orcish the margins.
The book was written by the legendary half-
orc ranger Krung while he lived on the fringes of
Rageboar Forest.
an encyclopedia of the immortal:
great gods and lesser deities
By Erexit Rhalordin (935 pages)
Skill check bonus: The book gives the reader the
possibility to gain a +1 bonus to Religion checks.
Reference usage: If you are using the book
when trying to identify what deity a holy symbol
represents, the check is made with advantage.
This beautiful book features meticulously cut
paper in the best vellum, and a soft cover in purple
velvet decorated with a plethora of thin, golden
patterns. The embossed title is made from lettering
in pure gold from mines in the Distant Peaks.
Written by the scholar Erexit as he returned
to the Hallowed Halls in Ganthyria after ten
years in exile, the book contains a vast amount
of information about deities both well known,
somewhat obscure, or never heard of outside
the pages of this volume.
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how to survive your intermediate studies of arcane magic
first year in the wild and the great beyond, volume xii
By Sylvia Lathanas (464 pages) By Octavia Dragonborn (800 pages)
Skill check bonus: The book gives the Skill check bonus: The book gives the reader the
reader the possibility to gain a +1 bonus possibility to gain a +1 bonus to Arcana checks.
to Survival checks. Reference usage: If you are using the book when
Reference usage: If you are using the deciphering a magical symbol, you receive a +2
book in the wild, you have +2 on checks bonus to the check.
made to find food and drinkable water.
This hefty book is filled with numerous
Filled with useful information and colourful, vivid, and often somewhat unsettling
descriptive watercolour illustrations, this illustrations of strange monstrosities, peculiar
book teaches the reader how to survive in the patterns, and bizarre magical components.
wilderness and covers a wide range of topics, At the back of the book is a large index that
including how to build traps, find water, and light covers a multitude of symbols frequently used in
fires without any equipment. In addition, there is spellcasting. Many of Octavia’s notes, penned in
an extensive index of edible plants and fungus at elegant, flowing lines, still mark its pages.
the end of the book.
The book is bound in fine, lustrous black
This book is clothbound in rugged but smooth leather and features the author’s name in neat
forest-green textile. On its cover is a highly silver lettering on the cover. If viewed in the light
detailed illustration. It is dedicated to Sylvia’s of flames, the letters shimmer bright red due to
late husband with the words “In loving memory an alchemic powder mixed with the silver. The
of Iniriam Lathanas. May you always find shelter leather binding also gives the book resistance
wherever you are now.” against fire damage.
This book was written by Sylvia Lathanas, a
high elf who taught at the School of Wizardry
before she returned south to the Silverwoods.
humanoid anatomy: a brief guide for
beginners
By Alvinius Ricknor (1,255 pages)
Skill check bonus: The book gives the reader the
possibility to gain a +1 bonus to Medicine checks.
Reference usage: If you use the book when
attempting to stabilise a creature with 0 hit points,
you don’t need to make a Wisdom (Medicine) check.
This tome contains detailed information about the
anatomy of many different types of humanoids, with
the main focus on humans, dwarves, and elves.
It is bound in brown leather reinforced with
brass metal corners, suggesting it is designed for
travel and frequent use. Its title and the name of
the author are printed in thin golden letters. A red
bookmark in worn leather has been left between
the pages by the previous owner.
The book was written by the scholar Alvinius
Ricknor, who for over a century had the role as
archchancellor at the Department for Higher
Education at Northwind Gate.
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the history of winterhold and its wisdom of the wilds
surrounding areas
By Rowen Archryder (367 pages)
By Edna Hellmund (1,088 pages)
Skill check bonus: The book gives the reader the
Skill check bonus: The book gives the reader the possibility to gain a +1 bonus to Nature checks.
possibility to gain a +1 bonus to History checks. Reference usage: You can spend one hour
Reference usage: The Dwarvish glossary in the crafting wards and drawing up symbols to predict
appendix allows you to translate ancient Dwarvish the weather for the next 24 hours or change the
runes to Common (no check required). weather locally for 8 hours. The change is limited
to increases or decreases in temperature, wind,
This book gives a detailed picture of the history precipitation, cloudiness, and fogginess. The DM
of Winterhold and its surrounding areas. It also determines the exact effects. (It isn’t possible to
features previously unpublished material and cause highly destructive or extreme conditions.)
translated documents, as well as meticulously The change takes effect in a one-mile-radius sphere
detailed copies of original maps covering the centred on the character and lasts for 2d6 hours.
regions of Northstar and the Buckwild.
Alternatively, you can spend one hour reading
Featuring thick, yellowing pages bound in a the book which enables you to cast the cantrip
strong walnut-brown hide, the heavy book is held druidcraft once during the next 24 hours.
together with a broad leather band and a hefty
metal clasp.
The author of the book, Edna Hellmund, is a
leading expert on ancient dwarven history and
head of the Department of Archaeology, Mining,
and History in Winterhold.
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This book features a huge collection of off sounds, e.g. gravel or floorboards, the Stealth
traditional rites and rituals used for centuries by check is made with a +2 bonus.
wise women, village elders, and hermits to predict
and to some extent change the weather. steady in the saddle, volume i–iii
The pages are made thick vellum and decorated By Edville Scaradon (232 pages)
with thin, faded decorations made out of natural
colours and carefully pressed flowers and plants. Skill check bonus: This book can grant a +1 bonus
The covers are made out of oak, and the book is to Animal Handling checks made to control a
traditionally kept in a waterproof sleeve of waxed mount that you are riding. Each volume focuses on
leather. a different type of mount: Volume I concerns land-
based mounts, volume II covers aquatic mounts,
Rowen Archryder was a druid who spent four and volume III concerns flying mounts.
decades exploring Easter Farraway before settling Reference usage: If studied for at least 30
in a hamlet near Redbridge. minutes before you attempt to tame a wild
creature that can be used as a mount, the Animal
other books Handling check is made with a +2 bonus.
fifty-five flawless ways to bemuse the devils are in the details
and befuddle
By Inspector Bathillimon Featherwax (488 pages)
By Lousille “Glamourglitter” Dafoy (198 pages)
Skill check bonus: +1 to Investigation checks.
Skill check bonus: +1 to Sleight of Hand checks. Reference usage: If referenced when studying a
Reference usage: If referenced when sewing crime scene involving a murder, the Investigation
concealed pockets to a garment, Sleight of Hand check is made with a +2 bonus.
checks made to hide items in the pockets are
made with a +2 bonus. tightropes and tumbling: the art of
daring balance acts
hiding in plain sight, 2nd edition
By Braastand Rodenspur (400 pages)
By Shren Braivhine (352 pages)
Skill check bonus: +1 to Acrobatics checks.
Skill check bonus: +1 to Stealth checks. Reference usage: If studied for at least 5 minutes
Reference usage: If studied for at least 15 before attempting a series of difficult leaps, you
minutes before scouting for a hiding place in receive a +2 bonus on the Acrobatics check.
urban or crowded environments, the subsequent
Stealth check is made with a +2 bonus. tough doormen and stubborn guards:
how to win them over
minds and how to beguile them
By Nimbra Phoenixstar (367 pages)
By Glory Layzholt (490 pages)
Skill check bonus: +1 to Persuasion checks.
Skill check bonus: +1 to Deception checks. Reference usage: If studied for at least 10
Reference usage: If studied for at least 30 minutes before attempting to gain access to a
minutes when preparing to pose as a noble, the location through negotiation, the Persuasion
check is made with a +2 bonus. check is made with a +2 bonus.
moving like the wind: how to stay understanding the logic & machinations
stealthy of reality
By Niven “Zephyr” Roverson (275 pages) By Professor Laurenne Solmundsten (1,450 pages)
Skill check bonus: +1 to Stealth checks. Skill check bonus: +1 to Insight checks.
Reference usage: If studied for at least 2 minutes Reference usage: If referenced when attempting
before attempting to cross a surface likely to give to solve a puzzle or a similar challenge, the Insight
check is made with a +2 bonus.
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134
ICE DRAGONS
he ice dragon is a type of ancestral Ice dragons are the ancestors of white dragons,
dragon that predates current but larger, shrewder, and more strategic than their
chromatic and metallic dragons. Other descendants. Rather than hunting relentlessly
ancestral dragons include fire dragons, or relying solely on physical might, ice dragons
sun dragons, and storm dragons, but these have draw up strategies, make effective use of allies,
been absent from the Material Plane for aeons. and coerce other creatures – including dragons of
Ice dragons have pale eyes, graceful bodies, different types – into obedience. They are native to
and translucent wings. Their heads and tails are the Plane of Ice and prefer wintry climates.
studded with long spines that resemble icicles.
They are born with opaque, milky-white scales, Calculating Predators. Ice dragons are patient,
which change in colour as the dragons grow older efficient predators who rarely let their impulses
to a brilliance akin to that of ice crystals. It is guide them. Ice dragons also kill and eat other
this radiance that has given rise to the dragon’s dragons for food or to display their superiority
name. Some speculate that ice dragons hibernate in a conflict. They savour the hearts of dragons
underground for centuries while their scales that they have slain, and devour these with
transform, but this has never been verified. reverence, although the reason for this behaviour
is unknown.
Ice and Magic. Ice dragons have a natural
affinity for the arcane and illusions. While
they prefer to accomplish their goals through
manipulation, deals, and alliances, they frequently
use powerful magical spells and creations to
bewilder and sway the will of other creatures.
Shapeshifter. Ice dragons can assume the
form of any type of humanoid, and often do so
to negotiate deals, deceive rivals, and gather
information.
Superior by Nature. Ice dragons are commanding
creatures who crave power above all. Although evil
at heart, their lawful alignment makes them superb
leaders. They forge alliances with evil humanoids
and other dragons to increase their influence, but
rarely share their power once it has been attained.
Weak creatures that back out on deals or
resist submission are destroyed without mercy.
Creatures that try to trick or intimidate ice
dragons often meet swift and brutal ends.
Treasure and Tokens. Ice dragons are attracted
to coins and items made of pure silver. Similarly
to white dragons, ice dragons also collect
diamonds, but they find equal pleasure in blue,
purple, and aquamarine gems. In addition, they
keep tokens from fallen enemies, such as magical
swords and sets of armour, as well as rings, pipes,
quills, and other personal effects of lesser value.
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an ice dragon’s lair ➛ Arctic Husk. The air around one creature
within 60 feet of the dragon solidifies to a
The typical lair of an ice dragon consists of shell of ice. The creature must succeed on
large ice blocks sculpted and merged into large a DC 13 Strength check or take 1d6 cold
structures and enchanted with impressive damage and become encased in ice until
illusions. The few bold adventurers who have initiative count 20 on the next turn. An
entered an ice dragon’s lair and lived to tell the encased creature is Incapacitated.
tale speak of huge, splendid ice castles filled
with paintings, tapestries, and artworks. The regional effects
area around a lair is often protected by magical
defences designed to make people avoid the A region containing a young, adult, or legendary
region or forget they ever visited it. ice dragon’s lair is warped by the dragon’s magic,
which creates one or more of the following effects:
Ice dragons often make their lairs in locations
previously settled by humanoids, such as old ➛ Huge translucent illusions appear
ruins or abandoned castles, ideally located at fleetingly within 6 miles of the dragon’s
high altitudes. Sages have speculated that this lair. The illusions resemble radiant
preference is related to the ice dragon’s inclination palaces and soaring towers in shimmering
to assume humanoid shapes. ice and are seen only for seconds before
they dissolve and vanish. Alternatively,
lair actions the dragon can choose to hide its lair
behind life-like illusions that resemble
On initiative count 20 (losing initiative ties), the the natural landscape.
dragon takes a lair action to cause one of the effects
below. When engaged in combat, ice dragons are ➛ Surfaces of ice within 1 mile
innately aware of all creatures inside its lair and can of the dragon’s lair function as
target creatures outside of its line of sight. The dragon lenses through which the dragon
can’t use the same effect two rounds in a row. can monitor the surroundings.
Creatures in this area have
➛ Thundersnow. A 15-foot-radius sphere disadvantage on Stealth checks
within 120 feet of the dragon is filled with that depend on visibility. A pale
a thunderous snowstorm shot through dragon’s eye is occasionally visible in the
with searing lightning. The storm spreads ice. The dragon can also project an image
around corners, and its area is heavily of itself in the ice and communicate with
obscured. Each creature in the storm must other creatures.
make a DC 12 Constitution saving throw,
taking 2d6 cold damage and 2d6 lightning ➛ Land within 6 miles of the dragon’s lair
damage on a failed save, or half as much is prone to sudden, furious blizzards
damage on a successful one. A creature that last for 1d6 hours. A successful DC
that ends its turn in the storm takes an 20 Wisdom (Nature) check reveals that
additional 2d6 cold damage. The storm the snowflakes in these blizzards are
lasts until the dragon dismisses it, uses unusually large and reflective.
another lair action, or dies.
If the dragon dies, these effects fade over 1 week
➛ Mirage. Spectacular, bewildering illusions or less, but the area may still be affected by heavy
flicker and flash inside a 30-foot cube snow for another year.
within 120 feet of the dragon. Each
creature in the area must succeed on a DC
12 Wisdom saving throw or be Charmed
until initiative count 20 on the next round.
Charmed creatures are Incapacitated and
have a speed of 0.
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137
ancient ice dragon Legendary Resistance (3/Day). If the
dragon fails a saving throw, it can choose
Gargantuan dragon, lawful evil to succeed instead.
Armour Class 21 (natural armour) Innate Spellcasting. The dragon’s innate
Hit Points 566 (28d20 + 272) spellcasting ability is Charisma (spell
Speed 40 ft., fly 90 ft., swim 20 ft. save DC 23, +15 to hit with spell attacks).
It can innately cast the following spells
STR DEX CON INT WIS CHA once per day, requiring no material
components:
27 (+8) 12 (+1) 27 (+9) 23 (+6) 21 (+5) 30 (+10)
At will: minor illusion, prestidigitation
Saving Throws Dex +8, Con +15, Wis +14, 1/day each: disguise self, identify, illusory
Cha +19 script, arcanist’s magic aura, invisibility,
Skills Arcana +17, History +9, Insight +11, suggestion, hypnotic pattern, major image,
Perception +15, Intimidation +17, hallucinatory terrain, programmed illusion,
Persuasion +15 magnificent mansion, mirage arcane,
Damage Vulnerabilities bludgeoning, force project image, symbol, dominate monster
Damage Immunities cold
Senses blindsight 60 ft., darkvision 60 ft.,
passive Perception 30
Languages Common, Draconic, telepathy
120 ft.
Challenge 26 (90,000 XP)
Ice Walk. The dragon can move across
and climb icy surfaces without needing
to make an ability check. Additionally,
difficult terrain composed of ice or
snow doesn’t cost it extra movement.
Change Shape. The dragon can magically
polymorph into a humanoid or back
into its true form as a bonus action. Any
equipment it wears or carries is absorbed
or borne by the new form (the dragon’s
choice). Its statistics, other than its size,
speed, and attacks, are the same in each
form. It reverts to its true form if it dies.
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actions legendary actions
Multiattack. The dragon can use its Frightful The dragon can take 3 legendary actions,
Presence. It then makes three attacks: One choosing from the options below. Only
with its bite and two with its claws. one legendary action option can be used
at a time and only at the end of another
Bite. Melee Weapon Attack: +18 to hit, creature’s turn. The dragon regains spent
reach 15 ft., one target. Hit: 2d12 + 15 legendary actions at the start of its turn.
piercing damage.
Detect. The dragon makes a Wisdom
Claw. Melee Weapon Attack: +18 to hit, (Perception) check.
reach 10 ft., one target. Hit: 2d8 + 15
slashing damage. Tail Attack. The dragon makes a tail attack.
Tail. Melee Weapon Attack: +18 to hit, reach Wing Attack (Costs 2 Actions). The
20 ft., one target. Hit: 2d8 bludgeoning dragon beats its wings. Each creature
damage and 3d8 piercing damage. within 15 feet of the dragon must succeed
on a DC 25 Dexterity saving throw or take
Frightful Presence. Each creature of the 2d8 + 12 bludgeoning damage and be
dragon’s choice that is within 120 feet of knocked prone. The dragon can then fly
the dragon and aware of it must succeed up to half its flying speed.
on a DC 26 Wisdom saving throw or
become Frightened for 1 minute. A
creature can repeat the saving throw at the
end of each of its turns, ending the effect
on itself on a success. If a creature’s saving
throw is successful or the effect ends for
it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Glacial Breath (Recharge 5–6). The dragon
exhales a hail of ice shards and freezing
air in a 90-foot cone. Each creature in that
area must make a DC 26 Dexterity saving
throw, taking 8d10 piercing damage and
8d10 cold damage on a failed save, or half
as much damage on a successful one.
A creature that rolls a natural 1 on a saving
throw against the ice dragon’s glacial
breath attack must immediately make a
DC 12 Constitution saving throw. On a fail,
the creature is slain and frozen solid.
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adult ice dragon Legendary Resistance (3/Day). If the
dragon fails a saving throw, it can choose
Huge dragon, lawful evil to succeed instead.
Armour Class 20 (natural armour) Innate Spellcasting. The dragon’s innate
Hit Points 276 (19d12 + 153) spellcasting ability is Charisma (spell
Speed 40 ft., fly 90 ft., swim 20 ft. save DC 19, +11 to hit with spell attacks).
It can innately cast the following spells
STR DEX CON INT WIS CHA once per day, requiring no material
components:
25 (+7) 13 (+1) 23 (+6) 21 (+5) 19 (+4) 28 (+9)
At will: minor illusion, prestidigitation
Saving Throws Dex +6, Con +13, Wis +11, 1/day each: disguise self, identify, illusory
Cha +17 script, arcanist’s magic aura, invisibility,
Skills Arcana +14, History +6, Insight +8, suggestion, hypnotic pattern, major image,
Perception +14, Intimidation +15, hallucinatory terrain, programmed illusion,
Persuasion +14 magnificent mansion, mirage arcane
Damage Vulnerabilities bludgeoning, force
Damage Immunities cold
Senses blindsight 60 ft., darkvision 60 ft.,
passive Perception 26
Languages Common, Draconic, telepathy
120 ft.
Challenge 21 (33,000 XP)
Ice Walk. The dragon can move across
and climb icy surfaces without needing
to make an ability check. Additionally,
difficult terrain composed of ice or
snow doesn’t cost it extra movement.
Change Shape. The dragon can magically
polymorph into a humanoid or back
into its true form as a bonus action. Any
equipment it wears or carries is absorbed
or borne by the new form (the dragon’s
choice). Its statistics, other than its size,
speed, and attacks, are the same in each
form. It reverts to its true form if it dies.
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actions legendary actions
Multiattack. The dragon can use its Frightful The dragon can take 3 legendary actions,
Presence. It then makes three attacks: One choosing from the options below. Only
with its bite and two with its claws. one legendary action option can be used
at a time and only at the end of another
Bite. Melee Weapon Attack: +16 to hit, creature’s turn. The dragon regains spent
reach 10 ft., one target. Hit: 2d12 + 10 legendary actions at the start of its turn.
piercing damage.
Detect. The dragon makes a Wisdom
Claw. Melee Weapon Attack: +16 to hit, (Perception) check.
reach 5 ft., one target. Hit: 2d10 + 10
slashing damage. Tail Attack. The dragon makes a tail attack.
Tail. Melee Weapon Attack: +16 to hit, reach Wing Attack (Costs 2 Actions). The
15 ft., one target. Hit: 1d12 bludgeoning dragon beats its wings. Each creature
damage and 2d8 piercing damage. within 10 feet of the dragon must succeed
on a DC 23 Dexterity saving throw or take
Frightful Presence. Each creature of the 2d8 + 8 bludgeoning damage and be
dragon’s choice that is within 120 feet of knocked prone. The dragon can then fly
the dragon and aware of it must succeed up to half its flying speed.
on a DC 23 Wisdom saving throw or
become Frightened for 1 minute. A
creature can repeat the saving throw at the
end of each of its turns, ending the effect
on itself on a success. If a creature’s saving
throw is successful or the effect ends for
it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Glacial Breath (Recharge 5–6). The dragon
exhales a hail of ice shards and freezing
air in a 60-foot cone. Each creature in that
area must make a DC 23 Dexterity saving
throw, taking 7d10 piercing damage and
7d10 cold damage on a failed save, or half
as much damage on a successful one.
A creature that rolls a natural 1 on a saving
throw against the ice dragon’s glacial
breath attack must immediately make a
DC 11 Constitution saving throw. On a fail,
the creature is slain and frozen solid.
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young ice dragon Innate Spellcasting. The dragon’s innate
spellcasting ability is Charisma (spell
Large dragon, lawful evil save DC 16, +8 to hit with spell attacks).
It can innately cast the following spells
Armour Class 19 (natural armour) once per day, requiring no material
Hit Points 199 (19d10 + 95) components:
Speed 40 ft., fly 90 ft., swim 20 ft.
At will: minor illusion, prestidigitation
STR DEX CON INT WIS CHA 1/day each: disguise self, identify, illusory
script, arcanist’s magic aura, major image,
21 (+5) 13 (+1) 19 (+4) 19 (+4) 16 (+3) 22 (+6) hallucinatory terrain, programmed illusion,
magnificent mansion
Saving Throws Dex +6, Con +8, Wis +11,
Cha +13 actions
Skills Arcana +10, History +4, Insight +7,
Perception +12, Intimidation +11, Multiattack. The dragon makes three
Persuasion +11 attacks: One with its bite and two with
Damage Vulnerabilities bludgeoning, force its claws.
Damage Immunities cold
Senses blindsight 30 ft., darkvision 60 ft., Bite. Melee Weapon Attack: +13 to hit,
passive Perception 22 reach 10 ft., one target. Hit: 2d10 + 10
Languages Common, Draconic, telepathy piercing damage.
120 ft.
Challenge 12 (8,400 XP) Claw. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 2d8 + 10
Ice Walk. The dragon can move across slashing damage.
and climb icy surfaces without needing
to make an ability check. Additionally, Glacial Breath (Recharge 5–6). The dragon
difficult terrain composed of ice or exhales a hail of ice shards and freezing
snow doesn’t cost it extra movement. air in a 30-foot cone. Each creature in that
area must make a DC 20 Dexterity saving
Change Shape. The dragon can magically throw, taking 6d10 piercing damage and
polymorph into a humanoid or back 6d10 cold damage on a failed save, or half
into its true form as a bonus action. Any as much damage on a successful one.
equipment it wears or carries is absorbed
or borne by the new form (the dragon’s A creature that rolls a natural 1 on a saving
choice). Its statistics, other than its size, throw against the ice dragon’s glacial
speed, and attacks, are the same in each breath attack must immediately make a
form. It reverts to its true form if it dies. DC 10 Constitution saving throw. On a fail,
the creature is slain and frozen solid.
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ice dragon wyrmling Innate Spellcasting. The dragon’s innate
spellcasting ability is Charisma (spell
Medium dragon, lawful evil save DC 12, +6 to hit with spell attacks).
It can innately cast the following spells
Armour Class 18 (natural armour) once per day, requiring no material
Hit Points 80 (8d8 + 44) components:
Speed 40 ft., fly 80 ft., swim 20 ft.
At will: minor illusion
STR DEX CON INT WIS CHA 1/day each: disguise self, arcanist’s magic
aura, invisibility, hypnotic pattern
18 (+4) 13 (+1) 15 (+2) 17 (+3) 14 (+2) 19 (+4)
actions
Saving Throws Dex +3, Con +5, Wis +6,
Cha +8 Bite. Melee Weapon Attack: +9 to hit,
Skills Arcana +4, Insight +4, Perception +8, reach 10 ft., one target. Hit: 1d12 + 8
Intimidation +9, Persuasion +8 piercing damage.
Damage Vulnerabilities bludgeoning, force
Damage Immunities cold Claw. Melee Weapon Attack: +9 to hit,
Senses blindsight 10 ft., darkvision 60 ft., reach 5 ft., one target. Hit: 2d6 + 8
passive Perception 18 slashing damage.
Languages Common, Draconic, telepathy
120 ft. Glacial Breath (Recharge 5–6). The dragon
Challenge 6 (2,300 XP) exhales a hail of ice shards and freezing
air in a 15-foot cone. Each creature in that
Ice Walk. The dragon can move across area must make a DC 15 Dexterity saving
and climb icy surfaces without needing throw, taking 3d10 piercing damage and
to make an ability check. Additionally, 3d10 cold damage on a failed save, or half
difficult terrain composed of ice or as much damage on a successful one.
snow doesn’t cost it extra movement.
A creature that rolls a natural 1 on a saving
Change Shape. The dragon can magically throw against the ice dragon’s glacial
polymorph into a humanoid or back breath attack must immediately make a
into its true form as a bonus action. Any DC 8 Constitution saving throw. On a fail,
equipment it wears or carries is absorbed the creature is slain and frozen solid.
or borne by the new form (the dragon’s
choice). Its statistics, other than its size,
speed, and attacks, are the same in each
form. It reverts to its true form if it dies.
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ICE DRACONIC HERITAGE
dragonborn for this saving throw equals 8 + your Constitution
modifier + your proficiency bonus.
Dragonborn who are related to ice dragons
usually have blue-white eyes and pale, translucent A creature takes 2d4 piercing damage and
scales with a prismatic sheen. They make the 2d4 cold damage on a failed save, and half as
following adjustments to their features: much damage on a successful one. The damage
increases to 3d4 piercing damage and 3d4 cold
Size. You are slightly smaller and lighter of damage at 6th level, 2d8 piercing damage and
build compared to other dragonborn, usually 2d8 cold damage at 11th level, and 2d12 piercing
standing around 6 feet tall and averaging 200 damage and 2d12 cold damage at 16th level.
pounds. Your size is Medium.
After you use your breath weapon, you can’t use
Ability Score Increase. Your Intelligence it again until you complete a short or long rest.
score increases by 1, and your Charisma score
increases by 2. Damage Resistance. You have resistance to
cold damage.
Breath Weapon. You can use your action to
exhale a burst of ice shards and freezing air in a Natural Illusionist. You know the cantrip minor
10-foot cone. When you use your breath weapon, illusion. Charisma is your spellcasting modifier for it.
each creature in the area of the exhalation must
make a Dexterity saving throw, the type of which Arcane Perception. You have advantage on
is determined by your draconic ancestry. The DC saving throws and skill checks caused by spells
that belong to the school of illusion.
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sorcerer Draconic Resilience. The patches of protective
scales that emerge on your body are pale and
Sorcerers who have ice draconic bloodlines have slightly translucent.
the following special features:
Elemental Affinity. You can add your Charisma
Shared heritage. You have advantage on saving modifier to the damage of spells that deal piercing
throws against a dragon’s Frightful Presence. or cold damage, and you can spend a sorcery
point to gain resistance to cold damage.
Natural Illusionist. You know the cantrip minor
illusion. Charisma is your spellcasting modifier for it. Dragon Wings. You gain dragon wings at
15th level, and your flying speed is equal to your
The sorcerers also make the following current speed + 10 feet. The wings are crystalline
adjustments to their features as they are gained and almost transparent.
through level advancement:
Draconic Presence. Dragons have a -2 penalty
Draconic Ancestry. Whenever you make a and dragonborn have disadvantage on the saving
Charisma (Intimidation) check when interacting throw against this effect. Ice dragons and their
with a dragon, you have advantage on the check. descendants are exempt from these penalties.
In difference to other sorcerers with draconic
bloodlines, you have no bonuses on other
Charisma checks when interacting with dragons.
Shared heritage. You have advantage on saving
throws against a dragon’s Frightful Presence.
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EVIL NON-PLAYER CHARACTERS
orthwind Gate is a large town, and Welma grew up as a thief in the slums of
while most inhabitants are good, Coppertown. After her gang robbed a rich
honest people – or at least have a merchant, she increased her share by ratting out her
neutral worldview – some are evil or companions and claiming the loot for herself. Most
aligned with malevolent forces. Here are six dark- of her former friends are currently in prison, but
hearted NPCs with detailed backgrounds, traits, some have recently escaped and look for revenge.
and agendas.
Welma has since moved to Northwind Gate,
mordius sharholt changed her last name, and established an
antiquities shop that sells various stolen items.
Mordius is a male tiefling mage (CE). He is pale Through shrewdness and dubious deals, Welma’s
and lean, with solid dark red eyes and gently shop has increased in size over the years.
curved horns. Mordius wears ragged robes that
once were purple and a long frayed cloak. He has She recently bought a shipment of unknown
an intense and obsessive nature and views all he origin that contains several valuable jade
meets as potential opponents. statuettes in an auction. What Welma doesn’t
know is that one of the statuettes is cursed and
Resident in Northwind Gate, Mordius studies will eventually summon a glabrezu.
arcane magic and necromancy with abandon
in hope of outdoing all other local wizards. Trait: I’m fidgety and prone to boast about my
His foul temper, combined with an interest in collection.
macabre experiments, have resulted in that he
has abandoned his previous house and moved his Ideal: Greed. If there’s coin to be made, I never
research to an underground lair. ask any questions. (Evil)
Currently, Mordius and his familiar, an imp Bond: I hoard wealth and items to make up for
called Xaar, are on the brink of completing a years of owning nothing.
series of trials that will bring an enormous flesh
golem to life. Unbeknownst to Mordius, the golem Flaw: Sometimes I steal small items simply for
hungers for human flesh and will turn on its amusement.
creator when it awakens.
merrin dale
Trait: I’m sarcastic, impatient, and dismissive of
other people’s views. Merrin is a male gnome cult fanatic (NE). He has
thick, curly hair, friendly eyes, and a broad nose.
Ideal: Supremacy. Power unlocks the world, He wears brass spectacles and a brown robe with
and one can never have enough. (Chaotic) patched elbows. Born with an incurable limp, he
uses a walking stick to support him.
Bond: Nothing is more important than to impress
my former teachers who took me for a fool. Merrin is a scholar and lecturer at the
Department for Higher Education in Northwind
Flaw: I will risk anything and anyone to reach Gate. During the daytime, he teaches history and
my goals, regardless of the cost. advanced arcane theory to his students, who are
fond of their kind if whimsical teacher. They would
welma stenberg never guess that Merrin has sworn a pact with
infernal powers, or that his kindness is only an act.
Welma is a female dwarf commoner (NE). She
is tall for a dwarf, with braided hair and nut- Lately, small animals and a few street urchins
brown eyes. Welma usually wears studded leather have disappeared around Northwind Gate. They
armour, a tailored coat in green velvet, matching have been taken by Merrin and are currently
trousers, and a laced shirt. locked in the basement of an old tower, where
Merrin is preparing a ritual to please the powerful
fiend that he serves.
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Trait: I am a great deceiver and easily make life together with Tindra, his loyal black bear
people like me. companion. They tend to avoid civilisation and
people, but occasionally they will attack and kill
Ideal: Might. With great glory comes great unwary travellers to steal any useful items that
sacrifices – of others. (Evil) they may carry. Drahbon and his bear companion
never stay long in one place.
Bond: My mentor taught me all I know, but when
he learned about my pact, I had to get rid of him. Currently, Drahbon has struck camp near the
road between Northwind Gate and Wolfberg Pass,
Flaw: I have an arch-enemy. One day we will where he waits patiently for his next victims.
clash, and only one will survive.
Trait: I prefer not to talk and tend to avoid
nïniann envindra others.
Nïniann is a female half-elf archmage (LE). She is Ideal: Force. The stronger prey on the weak,
willowy of build, with small graceful ears and long, and the strongest always win. (Evil)
straight blonde hair. As Head of the Seven Keys
Library, she wears white robes and seven silver Bond: My companion, Tindra, is the only one
chains around her neck. Each chain holds a key to who understands me: She is as vicious and
one of the library’s towers. Her familiar, a monkey merciless as I am.
named Lizzy, sometimes helps her sort books.
Flaw: I have a dark thirst for violence.
Nïniann has governed the library for over
seventy years and knows almost all its secrets. canthia astranis
She has a perfect memory for texts, details, and
order. Thanks to donations over the years, she has Canthia Astranis is a female elf assassin (NE).
greatly expanded the library’s collection. She has bushy honey-coloured hair and a heart-
shaped face with large innocent eyes. Canthia
Among her recent purchases is a number of poses as a member of the nobility and wears wide
old books from the late Lord Ledrirow’s estate. dresses in pastel colours together with a hefty
Nïniann doesn’t know that one of these books dose of strawberry-scented perfume.
is the Tome of Endless Corruption, an artefact
sought after by evil mages and cult fanatics Canthia claims to have left the court to prevent
throughout Farraway. a duel from taking place between two young men
who were both violently in love with her. She
Trait: I can spend hours sorting books and travelled to live with her uncle in Northwind Gate,
adjusting them neatly. Disorder and damaged but sadly he passed away shortly after she arrived.
tomes can make me lose my temper. In truth, Canthia is a trained assassin and spy,
who ruthlessly disposed of the rich silk merchant
Ideal: Knowledge. The more you know, the with whom she has no relation.
better decisions you make. (Lawful)
Recently, a veiled man approached Canthia and
Bond: The library I run is my treasury, and I offered her a huge sum of money in return for the
protect it tirelessly. silent death of Captain Osil Twoaxe in Winterhold.
Flaw: I believe all others are less educated and Trait: Flirting and flattery is my preferred trick
intelligent than I am. for getting whatever I want.
drahbon wylder Ideal: Power. I like to play with people’s lives and
their futures as if they were marionette dolls. (Evil)
Drahbon Wylder is a male human berserker (CE)
and a brawny man of few words. His unwashed Bond: My disabled sister is the only person in
hair is gathered in an uneven braid, and he wears the world whom I care about.
worn hide armour and rugged winter clothes.
Flaw: Vanity is my only weakness.
Drahbon’s violent temper made him an outcast.
He was forced to leave the tiny village where
he had grown up, and he now leads a nomadic
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WINTER SPELLS
spell lists sorcerer spells
bard spells Cantrips (0 Level)
Shard caltrops (evocation)
Cantrips (0 Level)
Shard caltrops (evocation) 1st level
Ice armour (abjuration)
1st level
Ice armour (abjuration) 3rd level
Hester’s icicle trap (conjuration)
cleric spells Snow lantern (abjuration, ritual)
1st level 5th level
Ice armour (abjuration) Stellar oracle (divination, ritual)
2nd level 9th level
Chill smite (evocation) Blizzard (conjuration)
3rd level warlock spells
Snow lantern (abjuration, ritual)
Cantrips (0 Level)
druid spells Shard caltrops (evocation)
1st level 1st level
Ice armour (abjuration) Ice armour (abjuration)
Ogna’s winter shelter (evocation)
3rd level
2nd level Hester’s icicle trap (conjuration)
Chill smite (evocation)
5th level
3rd level Stellar oracle (divination, ritual)
Snow lantern (abjuration, ritual)
9th level
5th level Blizzard (conjuration)
Stellar oracle (divination, ritual)
wizard spells
paladin spells
Cantrips (0 Level)
1st level Shard caltrops (evocation)
Ice armour (abjuration)
1st level
2nd level Ice armour (abjuration)
Chill smite (evocation)
2nd level
ranger spells Glaze (conjuration)
1st level 3rd level
Ice armour (abjuration) Hester’s icicle trap (conjuration)
Ogna’s winter shelter (evocation) Snow lantern (abjuration, ritual)
2nd level 5th level
Chill smite (evocation) Stellar oracle (divination, ritual)
3rd level 9th level
Snow lantern (abjuration, ritual) Blizzard (conjuration)
5th level
Stellar oracle (divination, ritual)
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spell descriptions glaze
blizzard 2nd-level conjuration
9th-level conjuration Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S, M (a small round mirror)
Range: 150 feet Duration: 1 minute
Components: V, S, M (a small snowflake made of The ground in a 15-foot circle centred on a point
glass, which is pulverised when the spell is cast) within range turns into smooth, slippery ice. The
Duration: Instantaneous ice is difficult terrain, and creatures in the area
A thunderous blast of snow, hail, and arctic air have a -2 penalty to Dexterity saving throws.
erupts from a point you choose within range and
expands to fill a 60-foot-radius sphere. In addition, any creature that enters the area
or ends its turn there must also succeed on a
The area becomes heavily obscured, and each Dexterity saving throw or fall prone and take 1d4
creature within the affected area must make a bludgeoning damage. Creatures with claws have
Constitution saving throw. On a failed save, the advantage on the save.
creature takes 6d6 cold damage and 6d6 piercing
damage and is covered with a rigid coating of ice hester’s icicle trap
that leaves them Paralysed for 1 minute. On a
successful save, the creature takes half as much 3rd-level conjuration
damage and isn’t Paralysed.
Casting time: 1 action
Creatures who are Paralysed can attempt Range: 30 feet
another Constitution saving throw at the end of each Components: V, S, M (a handful of shattered glass)
of their turns. On a successful save, the ice melts Duration: Until dispelled or triggered
away and the creature is no longer Paralysed. You conjure a 5-by-5-foot cluster of icicles that grow
from an overhanging structure in an unoccupied
This spell snuffs out any all nonmagical fires in space of your choice that you can see within range.
the affected area. Magical fires, including flames
on magic weapons, are suppressed for 1 minute. The trap is activated when one or more
creatures pass beneath the icicles. Anyone who
chill smite enters the area below the icicles must make
a Dexterity saving throw. On a failed save, the
2nd-level evocation creature takes 5d8 cold or piercing damage (your
choice when you cast the spell), or half as much
Casting Time: 1 bonus action damage on a successful save.
Range: Self
Components: V At Higher Levels. When you cast this spell
Duration: Concentration, up to 1 minute using a spell slot of 4th Level or higher, the
The next time you hit a creature with a weapon damage of the icicles increases by 1d8 for each
attack before this spell ends, the weapon gleams slot level above 3rd.
white and becomes coated with ice crystals the
moment before you strike. The hit then deals an ice armour
extra 2d6 cold damage to the target.
1st-level abjuration
A creature that is hit must make a Constitution
saving throw. On a failed save, the creature’s wound Casting Time: 1 reaction, which you take in
is covered with frost that deals an additional 1d6 response to being damaged by a creature within
cold damage at the start of the next turn and each 60 feet of you that you can see
following round for the duration of the spell. On a Range: Self
successful save, the spell ends. Components: V, S, M (a small piece of metal
mined in an arctic region)
At Higher Levels. When you cast this spell using a Duration: 1 hour
spell slot of 3rd level or higher, the extra initial damage The air around you shimmers and a thick layer of ice
increases by 1d6 for each slot level above 2nd. moulds itself around your body like a suit of armour.
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