a mixed bag of news
Bjorn reads the letter that is from his hometown
of Winterhold, and a deep frown settles on his
forehead. He mentions briefly that the letter
concerns his old mentor Edna Hellmund, who has
fallen ill. It is obvious that Bjorn is deeply troubled
by the message.
The letter is signed by Ian von Boulderstock, a
scholar with whom Bjorn is close friends again, after
years of intense rivalry.
Bjorn sighs and opens the next letter. Immediately,
he looks more cheerful.
“At last, some good news!” Bjorn exclaims a most useful book
before he lowers his voice. “I have been
in contact with a colleague called Irrin Bjorn digs through his heavy leather book bag that
Hillstone. We studied together many, he always carries around and reveals a thick book.
many years ago. Irrin is a great scholar The title reads Forgotten Legend and Lore in
and specialises in the history of legendary the North Star Region (fourth edition) by Shyael
items. I contacted him a couple of days ago Amarallis. He licks his thumb and leafs through it.
and very discreetly asked him about the
orbstones. Apparently, he knows a great After a few minutes of mumbling and adjusting
deal about them – and even better, he knows his thin glasses, Bjorn has more knowledge about
where we can find one!” the cult, which is of a more sinister nature. See
chapter 8 for more information about the cult.
According to the letter, one of the orbstones is in
the possession of a cult called the Disciples of the fear the fanatics
Dragon that devotedly worships dragons. The letter
contains detailed information about how to find the Bjorn explains that the number of cult members
cult, which is located in the mountains a couple of or how dangerous they may be is unknown.
days’ journey from Northwind Gate. He warns that obtaining the orbstone through
brute force will be highly dangerous, and instead
unreliable authors proposes that the characters should use stealth
or infiltration to reach the cult’s inner sanctum,
Both of the letters are forged. They were written where the orbstone most likely is kept.
by the cult’s leader, Lavinia Voiera, who hopes
to lure the characters away from Northwind The book also mentions that the cult has
Gate and into the cultists’ secluded lair. Once a reputation for hiring sell-swords to kidnap
the characters have found their way to the cult, innocent travellers, who later are brainwashed
Lavinia plans to spring a trap, kill the characters, and become zealous cultists.
and claim all three orbstones.
Bjorn asks the characters if they can help
him retrieve the last orbstone and offers them a
reward of 100 gp each. As his adventuring days
are over, Bjorn says that he will stay behind and
continue his research in Northwind Gate. He also
suggests that the characters should bring the two
orbstones that he has in his possession, as he is
unable to protect them.
50
www.midnight-tower.com
plotting the route
There are two different paths that lead to the
cultists’ cave. Each has its own risks, challenges,
and rewards.
path 1: through the dale
“This road will take you to the cultists’ lair
through the wilderness along a low, winding
dale.” Bjorn points at a worn map on the table.
“The dale is a more secluded route, away
from other travellers. However, journeying
through the remote wilderness is rarely safe.”
path 2: along the bridle path
“An alternative is to follow the bridle path.”
Bjorn traces a dashed line on the map with
his index finger.
“It is a longer but more easily travelled
road. It may be less risky when it comes
to getting attacked by wild animals, but
I’m not sure if it is safe at this time of year.
Highwaymen and robbers on the road are
not unheard of, I’m afraid.”
optional: a pre-determined path
To simplify the journey, the DM can choose one of
the routes and have Bjorn explain that it is the only
way to reach the cultists. Alternatively, the DM can
use both encounters.
51
CHAPTER 2: THE FALLEN DRAGON
he characters leave Northwind Gate’s wreckage
balmy air for the wintry countryside.
The temperature drops sharply as the The body of the silver dragon lies broken and
road takes them uphill through low twisted in the middle of a large clearing, created by
mountains and small dense forests of pine trees the impact when the gigantic creature fell from the
and spruce. Snow falls heavily from blue-black sky. Part of the forest has been destroyed, and trees
clouds above and covers the ground in a thick have been shattered as if they were sticks.
layer that makes travelling slow.
The dragon was slain by three white dragons
hidden details who drove the silver dragon from its lair and
killed it in flight. The white dragons’ attack was
Some of the areas in the adventure feature one or planned by Isdrekin, who is forcing white dragons
more details that are not immediately obvious or of all ages in the area to work together to clear the
easily found. These details are marked “➛ On a region of other dragons.
closer look,” followed by the difficulty and ability
check required to discover them. Sometimes the White dragons loathe collaboration of this kind,
characters need to make multiple checks to find all but they are in awe of Isdrekin and don’t dare to
items or hidden clues. oppose him. The few white dragons who have
been unwise enough to challenge Isdrekin have
a strange discovery in the forest met a gruesome and bloody end. The ice dragon
has no patience for disobedience and demands
Regardless of which path the characters choose, unfailing loyalty.
this encounter takes place during their second
day as they travel through the woods. Read the crashing the feast
following out loud to the character with the
highest passive Perception. If the screeching harpies notice the characters,
they will defend their meal with sharp beaks and
As you trudge on through the deep snow, vicious claws. Screeching harpies are malicious
you hear a strange noise from farther ahead. and evil and will use their flying and Screeching
Laughter abilities to their advantage.
The dense conifer trees are burgeoning
with snow and block your view. However, The screeching harpies also attack the
the noise sounds like a group of people characters if they take any of the coins and gems
quarrelling with each other in strange, shrill that the harpies have gathered.
voices. The arguing is followed by a choir of
screeching laughter. Whether it is human or curious hints
not is hard to tell.
➛ On a closer look, DC 12 Investigation (Nature)
The noise comes from a group of five screeching or Wisdom (Survival): The numerous wounds
harpies (see chapter 10), who are feasting on the on the silver dragon look like they were made by
huge corpse of an ancient silver dragon. Their white another dragon. A pair of white scales stuck in a
and grey feathers are slick and grimy with gore, cracked claw suggests that a white dragon was
and their half-human faces are smeared with blood. behind the attack. However, judging by the sizes of
The harpies squabble over the meatiest pieces that the bites, the silver dragon was mauled by two or
they find while fighting over shiny coins and gems more dragons.
that are stuck between the dragon’s scales.
➛ On a closer look, DC 12 Intelligence (Nature)
or (History): White dragons are among the
smallest of their kin, so it is highly unlikely that
even a very powerful white dragon could conquer
a silver dragon as old and large as this one. This
means one or more dragons united to kill the
52
www.midnight-tower.com
The dead silver dragon among the shattered trees in the snowy forest. 53
www.midnight-tower.com
silver dragon. This is surprising, as white dragons ➛ If the character is proficient with
loathe other dragons – including their own kind – leatherworker’s tools and has access to a
and usually never cooperate. If white dragons are leatherworking kit, their proficiency bonus
joining forces with one another, someone must can be added to the roll.
have great influence over them.
➛ If the character doesn’t have access to
treasure the equipment or skills mentioned above,
improvised items (e.g. daggers, axes, or
Coins and gems glitter between the silvery other objects with metal blades) can be
scales of the dead dragon. Together with what used instead, but the check is made with
the screeching harpies left on the ground, the disadvantage.
treasure adds up to 35 small gems (worth a total
of 350 gp), 16 pp, 29 gp, 236 sp, and 2 cp. Outcome:
The dragon’s body is so damaged by the attack ➛ On a result of 5 or less: Serious failure! You
and the screeching harpies’ scavenging that its don’t salvage anything. You also stab yourself
hide is unfortunately beyond saving, unless the in the chest and take 1d6 slashing damage.
DM decides otherwise (see below).
➛ On a result of 6 to 14: Failure! You splash
optional: crafting yourself and anyone who assists you in
blood and broken scales, and you fail to
At the DM’s discretion, the characters may be able salvage any useful hide.
to salvage some of the dragon’s hide and later use
it to create armour, bracers, or similar items. The ➛ On a result of 15 to 17: Success! You obtain
DM chooses what items can be crafted. This can enough hide for one set of larger equipment.
also serve as the starting point of a crafting-based
quest to create a magical item or a set of armour. ➛ On a result of 18 or more: Success! You
skilfully slash out what you need for one
Skinning a dragon requires patience, deft large and one small piece of equipment (e.g.
handiwork, and the right tools for the job. Anyone one set of armour and one pair of bracers).
who would like to attempt to skin the dragon can
make a DC 15 Dexterity check and consult the list ➛ On a roll of a natural 20: Great success!
below to see the outcome of their attempt. You masterfully carve out enough hide for
two larger pieces of equipment (e.g. two
Modifications to the check: sets of armour). Anyone who watches you is
impressed by your work and skills.
➛ If the character has a guild artisan
background and is a leatherworker, tanner, or
skinner, the check is made with advantage.
54
www.midnight-tower.com
CHAPTER 3: THROUGH THE DALE
oon after leaving the dead dragon You have struck camp and are just about to
behind, the characters arrive at a start eating your food when you hear a loud
winding dale packed with majestic noise from the forest. There is a crashing
spruce trees covered in snow. sound of broken branches from the snow-
Untouched knee-deep snow covers the ground, covered trees near your camp.
and long icicles droop from frozen branches. The
dale is protected from the wind and is quiet except The next moment, a huge, two-headed
for the characters’ breathing as they venture humanoid creature barges into your camp.
forward and the occasional cry of a northern It wields a large battleaxe in one of its great
mountain falcon above. fists and a massive morningstar in the other.
After a long day’s hard journey, the characters
come across an impressively large spruce tree and “Food!” one of the creature’s heads bellows
decide to strike camp for the night. The tree’s wide in a deep voice. The other head adds, “Give
branches provide plenty of shelter and almost us food, now!”
resemble a natural hut.
If any character prepares some sort of food or The ettin doesn’t hesitate, but charges the
eats their rations, an ettin suddenly appears and nearest creature who is eating or handling food.
attacks the party.
The campsite where the ettin attacks. 55
www.midnight-tower.com
rabbit’s foot The ettin’s two heads quarrel with each other
talisman throughout the fight. Each head thinks it is the
smartest, so if the ettin’s left hand misses an attack,
its right head makes a sarcastic remark to its left
head, and the other way around.
The ettin is starved after wandering aimlessly for
days and is interested in food rather than victory. If
its hit points are reduced to 20 or fewer, it tries to
grab any visible food and bolts back into the woods.
If the characters run away or hide, the ettin eats
whatever food it sees, and searches the camp for
more rations before it leaves.
treasure
The ettin carries a crude necklace made of a
dried, mottled rabbit’s paw strung on a bristly
leather cord.
The talisman is magic and has 1d4 + 1 charges.
If you wear the necklace and roll a natural 1 on a
d20 when making an attack roll, ability check, or
saving throw, you can expend one charge to re-roll
the die. You must use the new roll. When all the
charges have been used, its magic dissipates with
a tinkling sound (the talisman doesn’t recharge).
Optional: At the DM’s discretion, it might be
possible to find a wizard who can recharge the
talisman, perhaps in Northwind Gate. The DM
decides which components the character needs to
provide and the cost for the service.
The ettin also carries a small leather purse that
contains 3 cp, flint and steel (wrapped in a dirty
rag), and a smooth stone with a tiny fossil in the
shape of a small lizard-like creature.
56
www.midnight-tower.com
CHAPTER 4: ALONG THE BRIDLE PATH
he characters follow the old bridle “Stop there, foolish and nice-tasting humans,”
path through copses of tall pine trees, croaks one of the bent crones and squints at
around small frozen lakes, and through the characters. She has two prominent warts
snow-covered mountains. The biting on her crooked nose. “We are the hags who
wind is relentless, and the snowfall is persistent. own this bridge, and you may go no farther.”
On the second day of travel, the wind has calmed
down and the characters reach an old stone bridge. “Indeed, this is our bridge now,” the shortest
Close to the bridge is a small, sagging two-person hag says in a high-pitched voice. “Because we
canvas tent. Next to the tent stands a crude rack killed the troll that lived here with our foul but
made by sharpened sticks from which dead frogs powerful magic!”
hang upside down on several strings. On the other
side of the tent, a large iron pot is suspended from a “Anyone who wishes to cross the bridge
wooden tripod over a campfire. Green smoke wells must pay us handsomely.” The third hag
out from the pot and slowly spreads over the snowy grins, revealing crooked, blackened teeth.
ground before it disperses. The smell is disgusting. “Or be cursed by dark magic!”
If the characters approach the bridge, three hunched
green-skinned creatures with long dirty hair and in “Will you pay, or must we turn you into slimy
tattered dresses emerge from under the bridge. little frogs?” demands the hag who spoke first.
The old bridge where the so-called witches have struck camp. 57
www.midnight-tower.com
putting on a ploy development
The three creatures are not hags but two humans If the characters are fooled by the ploy, the “hags”
and a half-orc in disguise. They are former will demand a payment (after some squabbling)
members of Lord Warblington’s Outstanding of 10 gp from each character for the privilege of
Theatre Company, but left the theatre company crossing the bridge.
after an intense argument with the theatre group’s
manager, who in a fit of rage fired everyone. If the characters question the actors about their
appearance, the actors will continue to insist that
Short on both coin and scruples, the actors
have invented this ruse to lighten the purses of they are real hags and pretend to be
merchants and other travellers. deeply insulted. However, if the
characters challenge the actors
is this a hag i see before me? more forcefully, the actors
quickly admit to their ruse.
Several details might reveal to the characters The dubious actors are keen
that they are not confronted by true hags. Most
blatantly, the “hags” are very well-spoken and to avoid fighting and plead for
deliver their threats with a certain theatrical flair. forgiveness in a theatrical manner.
However, there are several additional clues that a Should this not be enough, they will
sharp-eyed character may notice. attempt to bribe the characters with 4 gp
to keep quiet about the whole affair.
The DM should only have the characters make If the actors are attacked, they
the following checks if they explicitly ask to take instantly flee. While they dislike violence,
a closer look at the hags. all three have practised stage fighting
and use the statistics of bandits if they are
➛ On a closer look, DC 18 Wisdom forced to defend themselves. They keep
(Insight): Something about the hags’ their scimitars nearby within easy reach.
choice of words makes them sound
unconvincing. treasure
On a result of 25 or more: You have If the characters kill the actors (or in any
met real hags before, and they never other way obtain their valuables) and
speak like this! search the camp, they find a total of
26 gp, 15 sp, 45 cp, a fine lute (worth 25
➛ On a closer look, DC 15
Wisdom (Perception): While gp), three serviceable scimitars, a chest
the hags’ clothes are shabby, with various theatre costumes (worth
the mended patches look 10 gp), a disguise kit, a deck of cards,
like they were added for no and four bottles of cheap red wine
real reason. What’s more, (worth 10 sp each).
all three hags wear rather
nice boots underneath
their tattered dresses.
On a result of 25 or more:
Two of the hags are humans
wearing green makeup, and one of
them is a man!
➛ On a closer look, DC 14 Intelligence (Nature):
The hags look scruffy and dirty, but their tent is
surprisingly clean and intact.
On a result of 25 or more: The dead frogs are
clearly not real, and the green smoke from the
pot is created by boiling rotten fish and coloured
gnomish fog stones.
58
www.midnight-tower.com
CHAPTER 5: THE CULTISTS’ LAIR
he cultists’ lair is a series of The cultists habitually walk around with bowed
interconnected natural caves at the heads to show respect for their deity and proper
foot of a large mountain. Following deference to their superiors, which gives them
the directions provided by Bjorn, the disadvantage on Perception checks. This habit also
characters find a hidden path that takes them gives the characters who have access to a cultist
close to the entrance. robe a chance to pose as members of the cult.
When you are getting close to the cultists’ The DM has complete freedom to decide how
cave and peek through the thick forest, effective these various approaches are, and which
you see a small clearing cupped by steep other methods that the characters could try to use
mountainsides. Immediately across the to gain entrance and search for the orbstone.
clearing is a large wooden door, set at the base
of a frost-covered, almost vertical cliff wall. inside the lair
Two figures in dark green robes with deep
hoods stand guard on each side of the door. During the daytime, most cultists are busy with
chores, praying, or preparing for dusk and dawn
Farther away to the east there is a tiny farm ceremonies. After dinner, many rests in their
and a ramshackle shed with a small enclosure sleeping quarters, while other cultists quietly talk
made from uneven stone blocks. The thick to the kidnapped prisoners in the cells, read in the
snow muffles all sounds, but the silence is library, or repent for various slights against the
interrupted every now and then by the distant cult’s rigid rules by self-flagellation.
oink of a pig as it searches for food scraps on
the ground. daily schedule
The door to the cultists’ lair is situated roughly The cultists adhere to a strict timetable, and the
100 feet from where the clearing begins. A one cultists’ lair is often busy. At the times below,
foot-deep layer of snow covers the ground, which all members (except for Lavinia and her loyal
is crisscrossed by footprints as the cultists have doppelgangers) gather in a specific location. Each
left the cave to gather wood in the forest, set gathering usually lasts for around 30 minutes,
simple traps, or cared for their farm animals. except for the 6 o’clock prayers in the ceremonial
chamber that last for 1 hour.
entering the cultists’ cave
cult activities
The characters can gain access to the cultists’ lair
in several different ways. For example by: Morning and day
6 a.m. Prayers in the ceremonial chamber
➛ Presenting themselves as sell-swords who 7 a.m. Breakfast in the food hall
are bringing new prisoners. 10 a.m. Prayers in the main prayer room
2 p.m. Punishment in the flogging circle
➛ Creating a diversion to confuse the guarding
cultists and make their way inside using stealth. Evening and night
6 p.m. Prayers in the ceremonial chamber
➛ Using magic, e.g. to scout the cave system 7 p.m. Dinner in the food hall
in advance or to sneaking in while invisible. 10 p.m. Prayers in the main prayer room
2 a.m. Prayers in the main prayer room
➛ Obtaining some of the cultists’ robes and
using these for disguise and infiltration.
59
www.midnight-tower.com
Outside of the scheduled times, other cultists can raising the alarm
be present at different locations. This is described
under “Day” and “Night” in the descriptions for Be aware that if the characters decide to
each area. disregard Bjorn’s warnings and fight their way
to the inner sanctum, this may very well end in a
complications total party kill. The cultists will sound the alarm,
and a magical signal will ring through the cave
Lavinia has informed her most trusted cultists system. This will immediately alert all other
that she is planning to lure the characters into the cultists in the complex, as well as Lavinia and her
heart of the cave, where she will trap them and doppelgangers. Lavinia will gather her orbstone
claim the orbstones. However, many of the cultists and, together with the doppelgangers and cultists,
are oblivious to this plan. attack the characters directly.
Roll 1d6 whenever the characters meet one or areas
several cultists.
The cult is dedicated to a frugal and an ascetic
➛ On a result of 1 to 3, the cultists know about way of life, and therefore most walls are rough
Lavinia’s plan and pretend to believe the and bare. Flickering and hissing torches and
characters’ explanations, regardless of how simple candles provide the only illumination.
vague they seem. The cultists may also pretend All furniture is exceedingly simple, clean, and
not to see the characters if they are trying to vigorously scrubbed. The air is damp and smells
hide. The cultists will later use the cantrip of smoke, wet wool, and boiled cabbage.
message to tell Lavinia about their meeting.
area 1: farm
➛ On a result of 4 to 6, the cultists are unaware
of Lavinia’s plan and react accordingly. This meagre farm consists of a rickety shed, a
tumbledown chicken coop, a small field, and a tiny
In addition, any of the following occurrences enclosure surrounded by a two-foot wall of piled-up
can cause cultists in adjacent rooms to grow boulders. A skinny pig and five chickens search the
suspicious and decide to investigate any ruckus. snowy ground for food scraps inside the enclosure.
This doesn’t apply if there is a closed door
between the rooms, unless the characters are Behind the shed, there is a plank across a
breaking down the door. midden pit where the cultists dispose of kitchen
rubbish and waste that the farm animals can’t eat.
➛ If the characters shout, enter combat, cast
spells that use verbal components, or make Even though the land is highly unsuitable for
other kinds of noise. farming, the farm yields enough food to sustain
the cult together with sparse catches from simple
➛ If the characters cast loud or spectacular traps and berries picked in the surrounding forest.
spells, such as fireball or lightning bolt.
Day: 1d6 cultists carry out chores at the farm.
➛ If the characters leave noteworthy signs Night: The farm is unmanned, but the animals
of violence behind, such as dead bodies are present and locked up inside the shed.
or pools of blood. While the cultists’ cave
is kept impeccably clean, it happens that area 2: entrance
new cultists who are not yet completely
brainwashed try to escape. These are usually The door to the cultists’ cave is made of thick
caught and brought back to their prison cell. wood (AC 13, 30 HP). It is locked with a robust
This means that if any cultist finds a couple metal lock that requires a successful DC 15
of random bloodstains, they are much more Dexterity (Thieves’ Tools) check to pick.
likely to fetch a cleaning bucket and scrub the
floor than raise the alarm. There are two cultists on guard outside the
entrance day and night. One of the cultists carries
an iron key that opens the lock to the entrance
door and the lock to the prison.
60
www.midnight-tower.com
9 11 18
8 10 17
16
67 4 15
5
14
3 13
12
2
1
The cultists’ lair. 1: Farm. 2: Entrance. 3: Entrance hall. 4: Main prayer room. 5: Sleeping quarters. 6: Storage. 61
7: Washing area and loo. 8: Flogging circle. 9: Prison. 10: Library. 11: Lavinia’s room. 12: Kitchen. 13: Food hall.
14: Underground stream. 15: Ceremonial chamber. 16: Trapped tunnel. 17: Inner sanctum. 18: Hidden area.
www.midnight-tower.com
area 3: entrance hall the toilet chairs are divided by mottled woven
screens. A neat row of rough cotton towels hangs
Along the walls of the entrance, there are simple from wooden pegs on one of the walls.
wooden hooks for outdoor cloaks and stands for
boots. The stone floor shows signs of frequent Day: 1d4 cult fanatics wash their hands
use, but it is clean. excessively and talk in hushed voices.
area 4: main prayer room Night: One cultist uses a toilet chair behind the
woven screen. The cultist leaves after 1d10 rounds.
This room features several rows of uncomfortable
benches arranged in front of a speaker’s stand area 8: flogging circle
in sandstone. The speaker’s stand is lit up by tall
burning wax candles that are placed in wrought- Four metal racks mounted on the walls hold an
iron wall sconces. Behind the stand hangs a large array of canes, whips, floggers, and other tools
carved wooden symbol of a dragon with its wings designed for inflicting pain. Several long benches
spread wide. A simple cupboard and a stone basin offer seating for public punishments, which take
filled with water are located along one wall. place on a raised stage at the far end of the room.
A smaller area is set aside for self-flagellation.
The cultists meet here several times every
day for prayers. The cupboard contains a jug of Day: 1d4 cult fanatics are flogging themselves
water in clay, ten candles, and five simple wooden with leather floggers for penitence while mumbling
chalices. The water is cold but drinkable. “Repent, repent,” over and over. Another cultist is
sweeping the floor next to them.
Day: 1d4 cultists are cleaning and preparing for
the next ceremony. Night: One cult fanatic is talking to a prisoner
in a soothing voice about the cult’s religion and
Night: The area is empty except for when a higher purpose.
ceremony is taking place.
area 9: prison
area 5: sleeping quarters
The gate to the prison has thick bars made of
At night, most of the floor space is taken up wrought iron (AC 14, 50 HP). It is locked by a
by thin horsehair mattresses arranged in neat heavy chain secured with a strong padlock (AC 25,
rows. During the daytime, the mattresses are 40 HP) that requires a successful DC 18 Dexterity
rolled up and stored against a wall. Dozens of (Thieves’ Tools) check to pick.
wooden boxes are stacked in tidy columns along
shelves that cover the wall. Each box contains the The walls are lined with rusty manacles that
belongings of one cultist: A bar of soap, a prayer hang from sturdy chains. At present, there is one
book, a spare set of clothes, a wooden spoon, two prisoner: Jani Herrings, a middle-aged male human
bottles of ink, and a quill. There is no money or commoner (NG). Jani wears practical travelling
any personal effects of value in the boxes. clothes and an elegant sky-blue cloak. He has dark
rings under his eyes and a three-day stubble.
Day: The area is empty.
Night: 1d6 + 5 cultists and 1d4 + 2 cult fanatics Jani is a merchant who travels between
are sleeping heavily on the mattresses on the floor. Whiteport and Northwind Gate. He was
captured by the cultists a couple of days ago.
area 6: storage He is conscious and lucid, as the cult hasn’t
yet subjected him to their brainwashing. If the
This room contains a pile of spare mattresses, characters free the merchant, he thanks them
woollen blankets, torches, a sack with simple profusely. He is clearly eager to leave the caves
tools, five crates, and a wardrobe for linen. and the unpleasant experience behind.
area 7: washing area and loo The prison usually holds abducted travellers,
whom the cult attempts to brainwash to follow
A bench with washing stands is located along one their religion. Cultists often come to talk to the
wall. On the opposite side of the room are a couple prisoners about the cult’s dogma, which is part of
of portable toilet chairs. To provide some privacy, their indoctrination.
62
www.midnight-tower.com
Special: If Jani is freed, he sends the characters area 11: lavinia’s room
a gift later on as a token of his gratitude. Two days
after the adventure ends, the characters receive A small portable altar stands on a low bench
a heavy drawstring purse with 30 gp and a note in front of a prayer pillow. Next to the altar is
that says that if the characters ever visit the town a wooden desk with a built-in seat and a small
of Whiteport, they should go to the Travelling unlit lantern. On the wall near the desk is a shelf
Mermaid in the Dock district, where they will be that holds two dozen books, journals and other
given free accommodation. documents. A thin horsehair mattress with a
simple woollen blanket lies on the floor.
area 10: library
Lavinia leads by example and keeps her
Rows of low wooden desks with built-in seats chamber as simple and frugal as the other rooms
offer spaces for reading and scribing. Each desk in the cultists’ lair. The books and documents on
is furnished with a small lantern that is lit only if the shelf are her diaries and letters, and the altar
the desk is occupied. The walls are covered with is used for private prayers. Lavinia presently hides
bookcases filled with prayer books and religious in Area 18 together with her loyal doppelgangers,
works written by cultists past and present. A where they patiently bide their time and prepare
low cupboard contains quills, ink, paper, glue, to ambush the characters.
calfskins, and other bookbinding supplies.
corrupt correspondence
This room is used for study and scholarly work.
The air smells of lantern oil and musty tomes. Among Lavinia’s letters is a rolled-up parchment
of fine vellum. Its broken wax seal is shaped like a
Day: 1d6 cultists and 1d4 cult fanatics are grinning skull surrounded by a ring of stars. The
writing, reading, or praying in silence. parchment contains a message in Undercommon,
written in graceful, flowing handwriting.
Night: 1d4 cult fanatics are reading.
If the characters can read Undercommon, they
learn that the author of the message accepts a
request by Lavinia to locate a magical orbstone
said to be hidden under the town of Winterhold.
To accomplish this, the author has contacted
someone called Shade Drez’lyn, whose soldiers
and assassins will stop at nothing to retrieve the
orb. The message is signed “Char Zax’pyre”. Who
this person is remains unclear.
area 12: kitchen
A large open fireplace dominates this room. A
low working bench contains two cauldrons
and several pots, all thoroughly cleaned.
Next to the fireplace is a metal basin and
laundry rack with dark green robes
in soggy wool. Various foodstuffs
and pickled food in jars are stored
on shelves in a small adjacent cave
that functions as a larder. A crate
in a corner is filled with potato
peels and vegetable scraps.
There is a natural crack in
the ceiling that functions
as a chimney.
63
All meals are prepared here. The simple, The altar contains various items for ceremonial
unseasoned food consists mainly of oats, grains, use, such as incense, prayer books, and a small
potatoes, cabbage, and various root vegetables. A copper bell. A stone well has been dug out at the
few handfuls of berries, mushrooms, or meat is southern part of the room.
served on rare occasions.
A large symbol of a coiled dragon, similar to
Day: Two cultists are preparing meals or the one in the prayer room, is mounted on the
cleaning throughout the day. wall behind the altar. The symbol is illuminated
by a flickering light from burning candles. The
Night: One cultist is hiding in the kitchen after candles are placed in a circle around the symbol
stealing food. If discovered, the wide-eyed cultist in pewter candlestick holders, which have been
will promise to keep silent if the characters don’t fixed to the wall.
reveal his temporary lapse of discipline. He will
then head towards the flogging circle. All cultists gather here twice every day for
communal prayers and ceremonies.
area 13: food hall
Day: 1d6 cultists are preparing for the next
Thin jute mats provide seating by three low tables, ceremony. They are vigorously scrubbing the
placed side by side down the middle of the room. stone floor on all fours.
The floor is swept and scrubbed clean. There is a
natural well in the northern end of the room. Night: The area is empty.
This room is used for eating. Food is served twice area 16: trapped tunnel
a day, after the dawn and evening prayer sessions.
This shadowy, undecorated passage allows access
Day: If a meal is underway, 1d6 + 5 cultists between Area 15 and Area 17.
and 1d4 + 2 cult fanatics sit at the tables. At
other times during the day, 1d4 cultists are busy trap
cleaning the area.
A 5-by-5-foot large section of the floor halfway
Night: The area is empty. down the tunnel is rigged with a magical trap. Any
creature that enters this space is enveloped in
area 14: underground stream writhing green flames that deal 2d10 fire damage.
This small languid stream connects the food hall The trap can be spotted with a successful
with the ceremonial chamber. Characters who DC 15 Wisdom (Perception) or Intelligence
succeed on a DC 15 Strength (Athletics) check (Investigation) check.
can swim in the underground stream from one
area to the other. The water is very cold, but not If the trap is discovered, it can be disarmed by
dangerously so. casting the spell dispel magic or by scraping away
the arcane symbols that are drawn on the floor.
area 15: ceremonial chamber This requires an item with a sharp edge and a
successful DC 13 Dexterity check.
The naturally high ceiling and towering walls in this
room have been whitewashed with lime. Wooden area 17: the inner sanctum
prayer benches are placed in a semicircle in front of
a large altar, which is flanked by two raised pulpits The sturdy oaken door (AC 13, 30 HP) to this
that can be accessed by narrow staircases. room is locked. The lock requires a successful DC
13 Dexterity (Thieves’ Tools) check to pick.
See chapter 6 for the description of this room.
area 18: hidden area
Lavinia and her followers wait here for the
characters to enter the inner sanctum. Their hiding
space is concealed by the spell wall of stone and
blends perfectly with the wall in Area 17.
64
www.midnight-tower.com
CHAPTER 6: THE INNER SANCTUM
he walls and the ceiling in the inner ➛ The right chest is a mimic that is using
sanctum have been whitewashed its False Appearance ability. The mimic
similarly to the ceremonial chamber. At attacks anyone who ventures 5 feet or
the far end of the room is a black floor- closer to it.
to-ceiling tapestry embroidered with a symbol
of a dragon. Two large identical chests in dark ➛ The marble pedestal features a magical
maple wood stand on either side of the tapestry. trap that is sensitive to pressure. A creature
Several wall sconces and floor-standing pillar that touches the pedestal or removes the
candleholders hold a myriad of candles that light orbstone from the velvet pillow triggers
up the room with a deep, orange glow. an intense burst of roaring flames. Each
A pedestal in white marble stands on a round creature within a 20-foot-radius sphere
carpet in the middle of the room. On top of the centred on the pedestal must make a DC
pedestal is a blue velvet pillow on which an 18 Dexterity saving throw, taking 8d6 fire
orbstone rests. The orbstone is the size of an damage on a failed save, or half as much
apple and glows faintly red. Flames flicker slowly damage on a successful one.
inside the orb, casting a dim light. The pedestal, the velvet pillow, and the
orbstone are protected by magical means
traps and remain unharmed by the trap.
The inner sanctum contains several traps and ➛ Touching the orbstone or removing it from
hidden dangers. the pillow also lowers an iron portcullis
that seals off the doorway. The portcullis
➛ The left chest features a mechanical trap has an initiative count of 20 and takes two
that shoots poisonous sharp needles in rounds before it is completely lowered.
all directions when triggered. A creature The portcullis is made out of solid iron (AC
that tries to open the chest without first 12, 50 HP). It can be raised by a character
pressing a hidden button must make a DC who succeeds on a DC 15 Strength check.
15 Dexterity saving throw, taking 2d10 Alternatively, characters who succeed on
poison damage on a failed save, or half a DC 12 Intelligence (Investigation) check
as much damage on a successful one. figure out how to raise the portcullis by
The trap can be spotted with a successful using the mechanism built into the wall.
DC 18 Wisdom (Perception) check and Raising the portcullis by force or using the
temporarily disabled by pressing the mechanism takes 2 rounds.
hidden button.
The chest is empty except for a nervous .
spider that quickly scurries away.
65
www.midnight-tower.com
ambush lavinia voiera
As soon as the characters interfere with the Lavinia Voiera is a human female
orbstone, Lavinia dismisses the wall of stone and archmage (LE) and leader of a cult that
reveals herself. belongs to the Disciples of the Dragon.
She is unnaturally pale, with long white
Lavinia is a female human archmage (LE). She braided hair and colourless greyish eyes.
is exceedingly pale and dressed in flowing green She wears low boots and a flowing green
robes. Her white hair is carefully braided, and she robe similar to that worn by all members
has colourless grey eyes. Lavinia carries a slim of her cult. Her spellcasting focus is a
metal wand inscribed with white-glowing runes, metal wand inscribed with Draconic runes,
and a thick open book hovers above her palm and her spellbook hovers in the air above
when she casts a spell. Two doppelgangers are her palm when she cast spells.
hiding with Lavinia.
Trait: I demand perfect obedience from
Read the following out loud as Lavinia confronts the members of my cult, but I bow to the
the characters. superiority of dragons. One day, we shall
all be enslaved and free from the burden of
“I knew that you would come and try to steal independence.
the orbstone. Who do you think sent the
false letter to your dwarven friend?” Lavinia Ideal: Destiny. I was destined for
says and raises her chin. greatness. Nothing shall stand between
me and my goals.
“Now meet your destiny so that I can
fulfil mine. When I give Isdrekin all the Bond: I will face any challenge to win the
orbstones, he will open a portal to the Plane approval of the ice dragon Isdrekin, and I
of Ice and the ice dragons shall rise again!” aspire to carry his child.
With that, Lavinia and the doppelgangers attack Flaw: I am blinded by the idea of my great
the characters. All three are fiercely loyal and fight purpose and will sacrifice everything to
to their deaths. achieve it.
friend or foe? a prodigal leader
The doppelgangers use their action to assume Due to her unusual and striking appearance,
the shapes of two of the characters while Lavinia Lavinia was left in a forest overnight by her
talks. After one round of combat, any character tribal parents, who thought that she was
who tries to attack a doppelganger must succeed a changeling from the Feyworld. She was
on a DC 12 Intelligence check to attack the right discovered by a couple of foraging cultists,
creature. If a check fails, roll 1d6. On a result of who believed the pale infant was a sign and
1 to 3, the character attacks another character brought her back to their lair.
in the party. On a result of 4 to 6, the character
attacks a doppelganger. Lavinia was raised by the cult’s members,
and she has fully embraced their dedicated
beliefs. When she was thirteen, she killed
the cult’s current leader in cold blood and
took his place.
66
www.midnight-tower.com
“Now meet your destiny
so that I can fulfil mine.”
lavinia voiera
67
aftermath and four green gems (worth 12 gp each). The
levitating tome is her spellbook and contains all
If the characters defeat Lavinia, her final words the spells she has prepared. The engraved wand is
are as follows: her spellcasting focus.
“Your victory here is meaningless. Isdrekin is Lavinia also wears a pair of leather bracers
too powerful and can’t be stopped,” Lavinia inlaid with adamantine that resembles dragons’
whispers across bloodstained lips, and her scales. The bracers are magical and called Arcane
grey eyes begin to lose focus. “The ice dragons Bracers. See chapter 9 for more information
shall rise, and all shall kneel before them.” about these bracers.
treasure The doppelgangers carry nothing of value but
revert to their natural form when they die. They
Lavinia wears a heavy ring in matte silver (worth resemble wiry humanoid creatures with purplish
5 gp) shaped like a dragon. A small cotton purse skin and large yellowish eyes that lack pupils.
that hangs from her sash contains 3 gp, 8 sp, 5 cp,
The dark orbstone on the pedestal is The Pact,
the legendary orb that Bjorn is searching for. It is
cool to the touch, perfectly smooth, and appears
to be made of a material similar to glass.
68
CHAPTER 7: RETURN TO NORTHWIND GATE
he characters return to Northwind but you can keep studying the book and make
Gate without any mishaps on their way. a new check again after seven more days of
continual study have passed. (You can only get this
At some point during the journey bonus once from each book.)
back, the characters see a large dragon
soar across the sky far above. Its majestic wings At the DM’s discretion, if you have the book
glitter in the light, and the dragon seems to be on your person, you may also be able to use it
studying the characters before it slowly flies away for reference to gain an additional +2 bonus
and disappears behind the horizon. when making skill checks that concern ruins and
archaeological sites.
eyes in the skies
isdrekin’s deception
The dragon is Isdrekin Nixius, who is spying
on the characters from a safe distance. As the Bjorn’s letter to the characters is genuine, but the
characters are alive, Isdrekin concludes that they message that Bjorn received about his mentor’s
have retrieved the orbstone from the cultists and poor health was forged and was meant to lure
that Lavinia has failed with her plan. Bjorn away from Northwind Gate.
an unexpected trip Soon after Bjorn left town, he was kidnapped
by Isdrekin as part of the ice dragon’s new plan to
When the characters return to The Wanderer’s obtain the orbstones.
Wand, the half-elf innkeeper Vadena gives them a
letter together with an old tome wrapped in paper aftermath
and a leather purse that Bjorn has left for them.
The characters receive a group award of 11,700
In his letter, Bjorn explains that he has left XP for accomplishing the quest, plus additional XP
Northwind Gate after receiving news that his for defeating monsters. Alternatively, the DM can
old mentor’s illness has grown worse. Bjorn use this as a milestone award and the characters
apologises for leaving so abruptly, but says that he gain one level.
didn’t have any other choice. However, he hopes
that the book can be of use to the characters the end
during their future adventures and wishes them
good fortune on their travels. Will Isdrekin’s nefarious plans succeed?
The adventures continue in
The leather purse contains the promised reward
of ten platinum coins to each character. Enter Drakenberg Castle, the final adventure in
the Rise of the Ice Dragons trilogy.
The book is called Forgotten Legend and Lore
in the North Star Region (fourth edition) by Shyael
Amarallis and contains a wealth of information
about legends and history. It is written in Common,
but the writing is so archaic that a reader must
have an Intelligence score of 13 or higher to glean
any information from its pages.
The book can improve your skill in History if it
is studied for a minimum of four hours every day
for one week.
After a week of continuous studying, roll 1d6.
On a result of 5 or 6, you gain a permanent +1
bonus to History checks. On a result of 1 to 4, the
text was too complicated for you to understand,
69
www.midnight-tower.com
CHAPTER 8: LEGEND & LORE
the disciples of the dragon However, Taardich returned from the afterlife
with a blackened heart and mind. His cult grew
Motto: Serve with Obedience in size, and new chapters were started in other
locations, but their ceremonies grew more
Exactly when the cult known as the Disciples sinister. Their reputation became darker, and the
of the Dragon was founded is unclear, but most members were met with suspicion. Therefore,
scholars agree that it was formed 450 to 500 most cultists began to shy away from civilisation,
years ago. although some cults still operate in larger towns.
The cult was founded by Taardich Dilmazallor, The cults remain devoted to dragons and
a dragonborn sorcerer who was convinced that view them as godlike creatures. Tiamat, the evil
dragons were superior to all other creatures. goddess of all chromatic dragons, is held in the
Taardich regarded all dragons as magnificent highest regard. All cultists envision a utopia where
creatures, regardless of type or alignment. everyone is enslaved and willingly serves dragons.
Through flattery and persuasion, he befriended new cultists
a red dragon, who, according to all surviving
documents, seemed amused by the mad sorcerer New members are gained through abductions
and sent him and his devoted acolytes on and kidnappings. The victims are brought to
pointless quests. underground cells, where they are given little
food and sleep while being constantly encouraged
beginning of an end to convert to the cult’s faith. This indoctrination
is enhanced by magical means, such as repeated
Unfortunately, Taardich met a premature end when use of the spells feeblemind, message, and
he attacked a storm giant in an attempt to protect hypnotic pattern.
the red dragon’s territory. This could have spelt the
end of the cult if it hadn’t been for his acolytes. Once a captive is deemed worthy to become
a member, they undergo an initiation ceremony.
They brought their slain leader’s body deep into The initiation is completed by taking a holy vow
the Buckwild forests and placed him on an ancient while surrounded by other cultists, who cast the
stone table to prepare for his funeral. And lo! spell suggestion.
Taardich was brought back to life!
The cults don’t advocate violence beyond
defending their secrets. However, self-flogging
is encouraged, and corporal punishment is
administered to members who wish to repent for
inappropriate behaviour.
current leader
The number of cult members that belong to the
Disciples of the Dragon is difficult to estimate.
However, one of the cults is located near
Northwind Gate, and it is led by Lavinia Voiera.
Lavinia recently summoned the ice dragon
Isdrekin Nixius and currently helps him search for
three magical orbstones. The ice dragon and Lavinia
will use the orbstones to open a portal to the plane
to which all ice dragons were banished millennia
ago, and bring them back to the Material Plane.
70
www.midnight-tower.com
CHAPTER 9: NEW MAGIC ITEMS
arcane bracers ability for each cantrip is determined by the class
from which it was chosen.
Wondrous item, very rare (requires attunement by
a spellcaster) Magical Protection. You can use your action
to cast the 3rd-level abjuration spell counterspell
These bracers are made out of dark leather inlaid without expending a spell slot. Once you have
with adamantine that looks like dragons’ scales. used this feature, you may not use it again until
The adamantine is jet black but glows faintly dark you have finished a long rest.
green. This glow increases when the wearer of
the bracers is using any of the features below. The Dragon’s Breath (1/Day). You can use an action
bracers are held together by leather cords with to exhale a 15-foot cone of elemental energy.
metal clasps that resemble claws. When you attune to the bracers, choose which
type of elemental energy that you can use for this
The Arcane Bracers are considered a holy item by feature: Acid, cold, fire, lightning, or poison.
the cult the Disciples of the Dragon and have been
handed down from leader to leader for generations. When you use this feature, each creature in
the area of the exhalation must make a Dexterity
The bracers give the wearer the following benefits: saving throw. The DC for this saving throw equals
Ability Score Increase. Increase one of 8 + your Intelligence modifier + your proficiency
the following ability scores by 1: Charisma, bonus. The damage is 4d6 on a failed save and
Intelligence, or Wisdom. half as much damage on a successful one.
Arcane Talents. Choose three cantrips from
the following classes: Bard, cleric, druid, sorcerer, The damage increases as you gain more
warlock, or wizard. The cantrips don’t have to be experience: For each spell level gained, the
from a single class. You can cast these cantrips damage of this feature increases by 1d6.
at will at the spell’s lowest level. Your spellcasting
71
www.midnight-tower.com
CHAPTER 10: NEW MONSTERS
screeching harpy
Screeching harpies, also called “Fjäll harpy”
around Northwind Gate or “Wild-vittra” among
rangers, are known for their high-pitched,
screeching laughter that has given them their
name. Screeching harpies inhabit colder regions
and can be found in mountains or pine forests.
The screeching harpy is larger and more
birdlike in comparison to an ordinary harpy. They
have wings instead of arms, and the upper part
of their head resembles that of a bird of prey. The
wings are usually grey and white but sometimes
purplish-black, and their hair is often long and
white-blonde.
Vicious, savage, and thoroughly evil,
screeching harpies delight in torturing smaller
creatures. They speak Common and Sylvan
and cherish taunting their prey. They live in
large colonies and hunt together, although
they mainly scavenge for food.
Generally, male screeching harpies
are smaller than females, and due to
aggressive fighting within the colonies,
males have a higher death rate than
females. Hence, colonies are often heavily
dominated by females.
Screeching harpies collect and decorate
their nests with shiny or glittering items
regardless of their value. Females with the
most elaborate nests tend to attract more
mates and rank higher within a colony, and
commonly kill other females to plunder their
nests for ornaments.
72
screeching harpy Screeching Laughter (1/Day). The
screeching harpy can let out laughter so
Medium monstrosity, chaotic evil ear-piercing and cruel it can leave other
creatures dumbstruck.
Armour Class 13 (natural armour)
Hit Points 52 (7d8 + 21) Every creature within 60 feet of the
Speed 20 ft., fly 60 ft. screeching harpy that can hear it must
succeed on a DC 11 Wisdom saving
STR DEX CON INT WIS CHA throw or become stunned for one
15 (+2) 13 (+1) 16 (+3) 9 (-1) 10 (0) 13 (+1) round and take 1d6 psychic damage. A
creature that succeeds on the saving
Skills Perception +4, Stealth +3 throw takes half of the damage and isn’t
Senses darkvision 60 ft., passive stunned. Creatures that cover their ears
Perception 12 make saving throws with advantage. If
Languages Common, Sylvan a target’s saving throw is successful,
Challenge 2 (450 XP) it is immune to the screeching harpy’s
laughter for the next 24 hours.
Keen Sight and Hearing. Screeching harpies
have advantage on Wisdom (Perception) The screeching harpy can use its bonus
checks that rely on sight or hearing. action each turn to continue its horrible
laughter. It can stop laughing at any
actions time. The laughter ends if the screeching
harpy is Incapacitated or dies.
Multiattack. The screeching harpy
makes two attacks: One with its claws
and one with its beak.
Beak. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 1d8 + 4
piercing damage.
Claws. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 2d6 + 3
slashing damage.
73
www.midnight-tower.com
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, scrolls,
been. I enjoy listening to other people and taking and other literature), Scriptum (supplies for
part in their busy lives. scholars), The Shining Blade (melee weapons) and
its sister shop The Quiet Arrow (ranged weapons).
Ideal: Simplicity. Hard work and honesty lead
to happiness. (Good) On the first Tuesday in every month, a night
market at the town square offers a variety of
Bond: I love my wife with all my heart, and I will goods, including magical items and rare books.
let nothing come between us.
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.
74
www.midnight-tower.com
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 provides 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).
75
www.midnight-tower.com
how to scale this adventure Suggested changes to the trap on the marble
pedestal (Inner sanctum, Area 17):
Make the following adjustments to scale the adventure Tier 1: 2d6 damage on a failed save, or half as
up or down so it suits the level of your group. much damage on a successful one.
Tier 2: Use the damage described in the
tiers adventure.
Tier 3: 10d6 fire damage on a failed save, or half
Tier 1 represents levels 1–4 for an adventure as much damage on a successful save.
group of three to five characters. Tier 4: 12d6 fire damage on a failed save, or half
as much damage on a successful save.
Tier 2 represents levels 5–10 for an adventure Adjust the saving throws and skill check DC as
group of three to five characters. previously mentioned.
Tier 3 represents levels 11–16 for an adventure encounters
group of three to five characters.
Replace five screeching harpies with:
Tier 4 represents levels 17–20 for an adventure Tier 1: Two screeching harpies. CR 4 (1,350 XP).
group of three to five characters. Tier 2: Use the encounter as described in the
adventure.
skill checks and saves Tier 3: Ten screeching harpies. CR 13 (11,250 XP).
Tier 4: Thirteen screeching harpies. CR 16
Adjust the DC for skill checks and saves in the (17,550 XP).
following way:
Replace the ettin with:
Tier 1: Decrease all DC checks with -2. Tier 1: One ogre. 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: One storm giant. 13 (10,000 XP).
Tier 3: Increase all DC checks with +2. Tier 4: Five hill giants. CR 17 (18,000 XP).
Tier 4: Increase all DC checks with +4. Replace the statistics for the three actors with:
Tier 1: Use the encounter as described in the
traps adventure.
Tier 2: Use the encounter as described in the
Suggested changes to the magical trap in the adventure.
tunnel (Trapped tunnel, Area 16): Tier 3: Three veterans. CR 8 (4,200 XP).
Tier 4: Three assassins. CR 19 (23,400 XP).
Tier 1: 1d10 fire damage.
Replace two cultists (Entrance, Area 2) with:
Tier 2: Use the damage described in the Tier 1: Use the encounter as described in the
adventure. adventure.
Tier 2: Use the encounter as described in the
Tier 3: 3d10 fire damage. adventure.
Tier 4: 4d10 fire damage.
Adjust the saving throws and skill check DC as
previously mentioned.
Suggested changes to the trap on the left chest
(Inner sanctum, Area 17):
Tier 1: 1d10 poison damage.
Tier 2: Use the damage described in the
adventure.
Tier 3: 3d10 poison damage.
Tier 4: 4d10 poison damage.
Adjust the saving throws and skill check DC as
previously mentioned.
76
www.midnight-tower.com
Tier 3: Two cult fanatics. CR 4 (1,350 XP). Tier 3: Two cult fanatics and one mage during
the day. CR 10 (6,400 XP). One mage at night. CR
Tier 4: Two mages. CR 10 (6,900 XP). 6 (2,300 XP).
Replace 1d4 cultists (Main prayer room, Area 4) with: Tier 4: Two mages during the day. CR 10 (6,900
XP). One archmage at night. CR 12 (8,400 XP).
Tier 1: Use the encounter as described in the
adventure. Replace 1d6 cultists and 1d4 cult fanatics during
the day and 1d4 cult fanatics at night (Library,
Tier 2: Use the encounter as described in the Area 10) with:
adventure.
Tier 1: Three cultists and one acolyte during the
Tier 3: Four cult fanatics. CR 7 (3,600 XP). day. CR 1 (250 XP). One cult fanatic at night. CR
2 (450 XP).
Tier 4: Two mages and two cult fanatics. CR 13
(11,000 XP). Tier 2: Use the encounter as described in the
adventure.
Replace 1d6 + 5 cultists and 1d4 + 2 cult fanatics
(Sleeping quarters, Area 5) with: Tier 3: Two cult fanatics and one mage during
the day. CR 11 (8,200 XP). One mage at night. CR
Tier 1: Three cultists and one cult fanatic. CR 3 6 (2,300 XP).
(1,050 XP).
Tier 4: Two cult fanatics and two mages during
Tier 2: Use the encounter as described in the the day. CR 13 (11,000 XP). Two mages at night.
adventure. CR 10 (6,900 XP).
Tier 3: Six cult fanatics and one mage. CR 14 Replace two cultists during the day and one
(12,500 XP). cultist at night (Kitchen, Area 12) with:
Tier 4: Eight cult fanatics and two mages. CR 18 Tier 1: Use the encounter as described in the
(20,500 XP). adventure.
Replace 1d4 cult fanatics during the day and one Tier 2: Use the encounter as described in the
cultist at night (Washing area and loo, Area 7) with: adventure.
Tier 1: Two acolytes during the day. CR 1/2 (150 XP). Tier 3: Two cult fanatics during the day. CR 4
One cultist at night. CR 1/8 (25 XP). (1,350 XP). One cult fanatic at night. CR 2 (450 XP).
Tier 2: Use the encounter as described in the Tier 4: Four cult fanatics. CR 7 (3,600 XP). One
adventure. mage at night. CR 6 (2,300 XP).
Tier 3: Four cult fanatics during the day. CR 7 Replace 1d6 + 5 cultists and 1d4 + 2 cult fanatics
(3,600 XP). One mage at night. CR 6 (2,300 XP). if a meal is underway and 1d4 cultists at other
times during the day (Food hall, Area 13) with:
Tier 4: Two mages during the day. CR 10 (6,900 XP).
One archmage at night. CR 12 (8,400 XP). Tier 1: Four cultists and two acolytes if a meal is
underway. CR 1 (400 XP). One cult fanatic other
Replace 1d4 cult fanatics and one cultist during times during the day. CR 2 (450 XP).
the day and one cult fanatic at night (Flogging
circle, Area 8) with: Tier 2: Use the encounter as described in the
adventure.
Tier 1: Two acolytes and one cultist during the
day. CR 1 (250 XP). One cult fanatic at night. CR Tier 3: Five cult fanatics and one mage if a meal
2 (450 XP). is underway. CR 12 (9,100 XP). One mage at
other times during the day. CR 6 (2,300 XP).
Tier 2: Use the encounter as described in the
adventure.
77
www.midnight-tower.com
Tier 4: Two cultists, two cult fanatics, and two how to scale treasures
mages if a meal is underway. CR 13 (11,100 XP).
One cult fanatic and one mage at other times Adjust Jani’s reward as follows:
during the day. CR 8 (4,125 XP). Tier 1: 15 gp and add a Potion of Healing.
Tier 2: Use the same treasure as described in the
Replace 1d6 cultists (Ceremonial chamber, Area adventure.
15) with: Tier 3: Use the same reward as in the adventure
and add a Potion of Superior Healing.
Tier 1: Two cultists. CR 1/2 (75 XP). Tier 4: Use the same reward as in the adventure
and add a Ring of Protection +2.
Tier 2: Use the encounter as described in the
adventure. Adjust Bjorn’s reward as follows:
Tier 1: 50 gp.
Tier 3: Four cult fanatics. CR 7 (3,600 XP). Tier 2: Use the same reward as described in the
adventure.
Tier 4: Nine cult fanatics. CR 13 (10,125 XP). Tier 3: 200 gp.
Tier 4: 300 gp.
Replace the mimic (Inner sanctum, Area 17) with:
Other treasures in the adventure:
Tier 1: Use the encounter as described in the Tier 1: Decrease the value of the treasures by half
adventure. the value.
Tier 2: Use the treasures in the adventure.
Tier 2 Use the encounter as described in the Tier 3: Double the value of the treasures in the
adventure. adventure.
Tier 4: Increase the value of the treasures in the
Tier 3: The encounter in the adventure has the adventure fivefold.
appearance of a mimic, but uses the statistics of
one stone golem. CR 10 (5,900 XP).
Tier 4: The encounter in the adventure has the
appearance of a mimic, but uses the statistics of
one iron golem. CR 16 (15,000 XP).
Replace Lavinia the archmage and two doppel-
gangers (Inner sanctum, Area 17) with:
Tier 1: One cult fanatic and two doppelgangers.
The doppelgangers make only one attack per
round and have 25 hit points each. CR 2 (450 XP).
Tier 2: Use the encounter as described in the
adventure.
Tier 3: One archmage and two doppelgangers.
The doppelgangers have already shapeshifted to
resemble the characters, and the characters are
surprised during the first round. CR 17 (19,600 XP).
Tier 4: Tier 3: One archmage and six doppel-
gangers. The doppelgangers have already shape-
shifted to resemble the characters, and the
characters are surprised during the first round.
CR 20 (31,500 XP).
78
www.midnight-tower.com
The cultists’ lair: Player version. 79
www.midnight-tower.com
80
www.midnight-tower.com
ENTER
DR AKENBERG
CASTLE
Ruthless kidnappings, deadly challenges, and an evil ice dragon.
Pack your sword. Bring your spellbook. Pray to your gods.
Are you brave enough to enter Drakenberg Castle?
RISE OF THE ICE DRAGONS ~ ADVENTURE THREE
www.midnight-tower.com
Enter Drakenberg Castle
Your friend Bjorn Amberclan has been kidnapped by the evil
ice dragon Isdrekin Nixius!
Isdrekin wants three magical orbstones in exchange for your
friend’s life. But that isn’t the end of his list of demands.
You have to enter Drakenberg Castle, survive the deadly
challenges, confront Isdrekin, and save your friend – before it
is too late.
Pack your sword. Bring your spellbook. Pray to your gods.
Are you brave enough to enter Drakenberg Castle?
www.midnight-tower.com
All content © Tove Lund Jorgensen and Erik Jorgensen 2020.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
82
www.midnight-tower.com
CONTENTS
Overview 84 Chapter 8: The end of a trilogy 105
107
About this adventure 84 Chapter 9: New magic items 107
Staff of the Ice Dragon 109
Featured content 84 109
Chapter 10: Legend & Lore 110
Additional downloads 84 Drakenberg Castle 110
110
Synopsis 84 Appendix 111
Non-player characters 112
How to run this adventure 84 Northwind Gate
Winter adventuring gear 83
Adventure flowchart 85 How to scale this adventure
Before the adventure begins 86
Background 86
Important 86
Chapter 1: In Northwind Gate 87
The adventure begins 87
Chapter 2: Dragons in the sky 89
Arriving at the castle 89
Chapter 3: A first meeting 90
Dragonchess 92
Chapter 4: The first challenge 93
Swamp cave map 93
Chapter 5: The second challenge 95
Desert ruin map 96
Chapter 6: The third challenge 97
Old cemetery map 98
Chapter 7: The Lord of the castle 99
Isdrekin Nixius 99
Courtyard map 100
Showdown 101
Isdrekin Nixius statistics 102
www.midnight-tower.com
OVERVIEW
about this adventure trade the orbstones for Bjorn’s life. The characters
have to travel to Drakenberg Castle, where they
Enter Drakenberg Castle is an adventure for encounter a group of white dragons.
the world’s greatest roleplaying game (5e). It
is designed for a group of three to five 9th-level When the characters arrive at the castle, they
characters, and can be played as a one-shot episode are faced with three different challenges that
or as part of the Rise of the Ice Dragons trilogy. test their strength, agility, wit, and courage.
The characters finally meet Isdrekin in the
This adventure can be used in any campaign castle’s courtyard and must fight him while also
that features a region with mountains or a town. protecting Bjorn.
featured content After defeating Isdrekin and saving Bjorn, the
characters return to Northwind Gate, where they are
➛ Classic adventure with three different honoured with a public ceremony and a banquet,
challenges. held by the Lord and Lady of Northwind Gate.
➛ New monster: Ice dragon. how to run this adventure
➛ Detailed NPCs with background descriptions.
➛ New unique magic item: Staff of the Ice Dragon. This is a classic fantasy adventure with three
➛ Legend & Lore: Drakenberg Castle. different challenges. The main quest for the
➛ Original full-colour maps and illustrations. characters is to survive the challenges and save
their friend Bjorn. Isdrekin has created the
additional downloads challenges to find out how strong, nimble, wise,
and courageous the characters are. Therefore, all
Maps, VTT tokens, and handouts for the characters will have their opportunity to shine –
adventure can be downloaded here: http:// or to fail and face the dire consequences.
midnight-tower.com/additional-downloads-edc/
The most important part of the adventure is to
synopsis have fun while trying to solve the challenges, and to
save their friend from a most unpleasant fate!
The characters are currently in Northwind Gate,
a large town in the north famous for its extensive
library. They have helped their dwarven friend
and scholar Bjorn Amberclan find three legendary
orbstones. However, other people with nefarious
intent are interested in the orbstones, and Bjorn
is kidnapped by the tyrannical ice dragon Isdrekin
Nixius. Isdrekin wants to use the orbs to open a
permanent portal to the Plane of Ice, summon
other ice dragons, and ultimately rule Eastern
Farraway and enslave everyone.
The adventure begins when the characters
receive a message from Isdrekin, who wants to
84
www.midnight-tower.com
ADVENTURE FLOWCHART
Start
Quest and information
Dragons in the sky
The first encounter
The first challenge The second challenge The third challenge
Spiders in the swamp The sphinx’s riddle A haunted cemetery
The ice dragon
Defeat Isdrekin Nixius
Conclusion 85
Ceremony and banquet
www.midnight-tower.com
BEFORE THE ADVENTURE BEGINS
background if the characters haven’t played the
previous adventure in the trilogy
A group of cultists have opened a portal to
another realm and summoned an ice dragon who The characters have agreed to help a dwarven
calls himself Isdrekin Nixius. Ice dragons are the scholar called Bjorn Amberclan, who is a cousin to
ancestral forefathers of white dragons, but they or childhood friend of one of the characters. Bjorn
were banished from the Material Plane thousands studies three legendary orbstones that have recently
of years ago. been discovered. The orbstones have powerful
magical properties and can be used to open
Isdrekin has made his lair at the ruins of permanent portals to different planes of existence.
Drakenberg Castle due to its strategic location
and symbolic value. It is situated near Ice Dragons However, other people with nefarious plans are
Peak, the location where the ice dragons were searching for the legendary orbs, too. It would be
once banished, and it is easy to defend. catastrophic if the orbstones fell into the wrong
hands.
With the aid of magic, Isdrekin has created a
glorious ice castle of his design on the foundations important
of the old ruins. He has also conjured up an
illusion around the castle that makes it resemble One of the challenges at Drakenberg Castle is that
the original ruins when seen from a distance. the characters must face their deepest fear.
the dragon’s scheme Therefore, before the adventure starts, ask
each player which creatures or monsters their
Isdrekin collaborates with white dragons character dreads the most, or if their character
and searches relentlessly for three legendary has a phobia. Make a note of their answer, as this
orbstones called The Pledge, The Promise, and fear will manifest later as a ghost.
The Pact. He wants to use the orbstones to open
a portal to the Plane of Ice and summon more
ice dragons. His goal is to rule Eastern Farraway
and enslave everyone. The orbstones were lost
and hidden for centuries, but they have recently
been rediscovered.
Isdrekin has received information that the
orbstones are in the possession of the characters.
He is calculating and unwilling to confront the
characters directly, so he kidnaps their friend
Bjorn Amberclan and plans to offer Bjorn’s life in
exchange for the orbstones.
86
CHAPTER 1: IN NORTHWIND GATE
he characters are currently in an unexpected letter
Northwind Gate, a town situated
roughly two weeks northeast of When the characters gather for breakfast in the
Winterhold. With a population of common room, the half-elven innkeeper Vadena
around 4,000 people, Northwind Gate is famous Ljung greets them.
throughout the region for its extensive library
called the Seven Keys Library, which includes a “I hope you had a good sleep?” Vadena asks
huge collection of old and rare tomes. and tilts her head to one side. She often
It is also known for its local mild climate and enquires about her guests’ well-being, and this
healing water from Riversnake, a wide river that morning is no exception. “Are you hungry?
meanders through the town and originates from Breakfast will be ready in a moment.”
a nearby hot spring. See the appendix for more
information about Northwind Gate. Vadena’s forehead creases for a second.
“Oh, I nearly forgot. Someone left you a
the adventure begins letter this morning.”
The characters are staying at the inn The She fetches a sealed envelope from a
Wanderer’s Wand. They have been helping Bjorn pigeonhole cabinet carved with climbing
Amberclan retrieve three magical orbstones. vines, and gives it to the characters.
However, Bjorn has left the characters a letter
in which he explains that he must travel to The letter is penned in beautiful, old-fashioned
Winterhold unexpectedly because his old mentor longhand on thick expensive parchment.
Edna Hellmund is gravely ill.
To my small but most bothersome friends.
Along with the letter, Bjorn also left an old book Allow me to begin this letter by congratulating
that he believes could be useful to the characters.
The thick tome is called Forgotten Legend and you on acquiring the three legendary orbstones
Lore in the North Star Region (fourth edition) by known as The Pledge, The Promise, and The
Shyael Amarallis, and contains information about Pact. Where many others have failed, you
the legends, lore, and history about the region have prevailed. I must say that I am a little bit
around Northwind Gate. impressed, and that is a rare thing indeed.
the kidnapping Unfortunately, I too am in need of the orbstones.
You seem to be a loyal group of adventurers,
What the characters don’t know is that Bjorn and I suspect that no amount of coin will convince
was tricked into leaving town. The letter Bjorn you to part with the orbstones. Therefore, I regret
received was forged and authored by the ice to inform you that I have kidnapped your dwarven
dragon Isdrekin Nixius, who covets the legendary comrade Bjorn.
orbs for his own purposes. Isdrekin has Deliver the orbstones to me at Drakenberg
kidnapped Bjorn and brought him to Drakenberg Castle before the clock strikes midnight, and I
Castle, where he now is held prisoner. shall return your friend to you unharmed. I will
also reward you graciously for the inconvenience.
I apologise for succumbing to methods so crude
as kidnapping. But I assure you that your friend is
more or less unhurt. For now.
Yours truly, 87
Isdrekin Nixius
Lord of Drakenberg Castle
www.midnight-tower.com
If the characters ask the innkeeper who reading is rewarding
delivered the letter, she is hesitant to answer at
first, but a few kind words win her over. If any one of the characters reads (or has read)
the book Forgotten Legend and Lore in the North
Vadena explains that she never saw the person Star Region that Bjorn left them, they recognise
who delivered the letter, but her wife, Mirrelion, the name and can easily learn that Drakenberg
mentioned that she had noticed a tall man in a Castle is located near Ice Dragons Peak, the
hooded cloak earlier this morning before she went highest point on a mountain ridge that stretches
out to hunt. south from Frostcliff Outpost. According to
ancient myth, it was there that the ice dragons
If the character asks Vadena if she can give were banished from the Material Plane several
them any more information, she suddenly thousand years ago.
remembers Mirrelion had mentioned something
odd: Even though the brisk morning was The characters also find information about the
uncommonly cold and the hooded stranger wasn’t mighty ice dragons in the book. They are described
wearing proper outdoor clothing, he seemed as clever, strong in magic, and fearsome in battle.
strangely untroubled by the cold weather. However, the text mentions that ice dragons have
one weakness: Although their armour is as hard
Vadena doesn’t know anything about as ice and can withstand both blades and magical
Drakenberg Castle except that there is a ruin with attacks, they are susceptible to bludgeoning
a similar name outside Northwind Gate. weapons and magical force damage.
88
www.midnight-tower.com
CHAPTER 2: DRAGONS IN THE SKY
he journey to Drakenberg Castle is sneaking past
bitterly cold. There is no proper road,
so the characters must trudge through Characters who succeed on a DC 15 Dexterity
knee-high snow while leaning into the (Stealth) check can reach the gates to Drakenberg
wind. Snow falls from heavy clouds every step of Castle unnoticed by the dragons. Due to the
the way. If the characters have access to snowshoes snowy conditions, the area is lightly obscured.
or skis, the journey is easier but still slow.
If the dragons spot the characters, they fly
arriving at the castle lower and roar menacingly while feigning attacks.
The white dragon wyrmling can’t suppress her
After a long, hard trek, the characters arrive at hunting instincts and makes a cold breath attack
Drakenberg Castle. When they come closer to the against the characters before she is viciously
ruins, they experience a brief, tingling sensation wing-slapped by one of the older dragons in
as Isdrekin’s illusion of the old ruins disappears, reprisal for her disobedience.
and they behold the splendour of the dragon’s re-
created castle. the ice dragon watches
The sun has set and night has fallen The dragons’ behaviour notifies Isdrekin that the
when you reach the breathtaking sight of characters are approaching the castle.
Drakenberg Castle.
If the characters manage to sneak past the
Its foundations are made of grey rock, white dragons, Isdrekin becomes aware of them
but from them rises an enormous castle as soon as they reach the entrance to the castle.
in carved ice. Snow swirls and dances He uses enchanted mirror-like ice blocks to spy
around white towers and elegant spires on the characters, and he can also use the ice to
that glitter faintly with magical illumination. display an illusionary image of himself to address
In the distance beyond the castle, Ice the characters directly.
Dragons Peak looms, its silhouette perfectly
resembling that of a dragon.
Suddenly, something dark flashes past
high above you. As you squint and look up
through the falling snow, you see several large
shadows in the sky, circling the area.
The shadows are one white dragon wyrmling,
three young white dragons, and two adult white
dragons that are under Isdrekin’s command. They
have been ordered to watch out for the characters
but not harm them.
The ruins of Drakenberg Castle
89
CHAPTER 3: A FIRST MEETING
staircase leads up to the twenty-foot- “My name is Isdrekin Nixius, and I
tall castle gates. Both the stairs and welcome you to Drakenberg Castle.”
the doors are made of thick ice. The
gates open at the slightest touch. All
surfaces in the castle are immune to damage
and magical effects.
Beyond the gates is a vast room made
entirely of ice, almost 100 feet across
and with a ceiling 30 feet overhead.
The room has no windows or other
doors. Ambient blue-tinted light fills the
chilly air. The doors close behind the party
and the wail of the blizzard outside dwindles
to a whisper.
a master’s mirage
An image of a tall man appears inside the
mirror-like ice wall at the far end of the room.
He is bald, dressed in a long blood-red robe, and
holds a pale staff with a carved dragon head. He is
handsome and graceful, but his flawless face makes
him look more like an ideal version of a human
being than a real one.
“Greetings, guests. My name is Isdrekin
Nixius, and I welcome you to Drakenberg
Castle.” He speaks in a melodic voice with
no trace of an accent. “I have to say that
I am impressed by your commitment to
save your bearded friend. Loyalty is such
a rare quality these days.”
Isdrekin pauses for a moment.
“I have prepared three challenges that
you must pass before you can join me and
your friend. If you survive them and give me
the orbstones, I have a proposal for you:
I am always searching for faithful servants
who can aid me in my quest to conquer and
enslave Eastern Farraway, together with the
rest of my kin. The challenges will allow me
to evaluate if you are worthy to serve me.”
isdrekin nixius
90
isdrekin nixius Isdrekin steps aside and reveals Bjorn
Amberclan, gagged and hanging from a rope tied
Isdrekin Nixius is a male young ice dragon around his wrists, above a pit filled with long
(LE). In his humanoid shape, he is tall, vicious-looking spikes of ice. Part of his face is
graceful, and completely bald. His features covered in blood and his clothes are torn. He looks
are handsome, but his face is strangely at the characters with wide eyes filled with fear.
flawless. He wears a long blood-red robe
and carries a pale staff with a carved Bjorn is suspended by a rope that runs through a
dragon head. In his draconic shape, hook in the wall and down to the ground, where it
Isdrekin is a large majestic dragon with is tied off around an ice block. A thick wax candle
powerful wings, icicle-like teeth, and near the knot is steadily burning through the rope.
translucent glittering scales.
“If I were you, I would hurry,” Isdrekin says
Isdrekin is cunning and strategic but has a and studies Bjorn the way someone looks at
weakness for flattery. He also has a streak an insignificant insect. “I believe your friend
of arrogance and believes that he – and has an hour or less left to live unless you come
all ice dragons – are vastly superior to all to his rescue. Godspeed, and best of luck.”
other species.
With those words, the image of Isdrekin
Trait: I am always polite, refined, and well- disappears.
spoken, regardless of the circumstances.
Special: If any of the characters are dragonborn,
Ideal: Dominance. As an ice dragon, I am or sorcerers with draconic bloodlines, they hear
a supreme being. All shall serve me or be Isdrekin say the following telepathically:
destroyed. (Evil)
Why do you surround yourself with these
Bond: My kin and their future matter more lowborn weaklings, hmm?
than anything else. I aim to lead them
as we conquer Eastern Farraway and the I can tell that you have potential far
lands beyond. beyond theirs. Leave them and join me. Let
me help you achieve greatness beyond your
Flaw: I am overly proud and unable to see wildest dreams.
why my actions are evil.
91
dragonchess the first move is yours
The moment after Isdrekin vanishes, an elegant One character in the party can make an
Dragonchess board in pure crystal on a round Intelligence check to figure out the best move in
ornate table sculpted from ice appears in the the game. Other characters can assist, which gives
middle of the floor. the player advantage on the check. A character
who is proficient with the Dragonchess gaming
Dragonchess is a complicated three-dimensional set can add their proficiency bonus to the check.
chess game with 15 different types of pieces. It is
commonly played by the upper class, but it is also Find the outcome of the check on the table below.
popular among military commanders and scholars.
Each player has 42 pieces that are spread out over dragonchess results
three levels.
5 or less Failure: You lose a dragon
6 to 10 Failure: You lose a hero, unicorn,
or mage
11 to 15 Failure: You lose a warrior
16 to 20 Success: You take one of the
opponent’s warriors
21 to 25 Success: You take one of the
opponent’s heroes, thieves, or
unicorns
26 or more Success: You take the opponent’s
dragon, or a similar valuable piece
The game will be played three more times as
the characters take on Isdrekin’s challenges. Each
game grants the characters a point of success or a
point of failure. The DM should keep track of how
many points the characters accumulate, as this
score affects Isdrekin’s attitude to the characters
towards the end of the adventure.
lights out
When the characters have made their move, the table
and the Dragonchess board vanish. The room then
turns completely dark for a moment. Even darkvision
and magical sources of light are suppressed.
92
www.midnight-tower.com
CHAPTER 4: THE FIRST CHALLENGE
hen the light returns a few seconds later, worlds within a world
the characters find themselves standing
on a small patch of soggy grass in the The characters are still present in the room they
middle of a swamp inside a large cave. first entered, but they are caught up in an eerily
The swamp fills the entire cave, which is roughly lifelike illusion. As far as the characters can tell,
50 feet in diameter and illuminated by an ambient the environment, creatures, and threats present
dusk-like glow. Around the grassy patch, murky in the challenges are undoubtedly real. The
water flows sluggishly between crooked malformed characters also take damage and suffer other
trees and clusters of reeds. effects as normal.
Thick, sticky spiderwebs are stretched between
the trees and fill the cave like a glistening tangle. Any character who tries to move beyond the cave
Squelching noises come from the murky water and wall and the boundaries of the other challenges
mingle with the croaks from hidden amphibians. find that this is impossible. The only way to leave
The hazy air is heavy to breathe, and the smell of the illusion is through the spell wish or through
decaying vegetation is highly unpleasant. There are the magical double doors that appear when the
no exits from the cave. challenges have been overcome.
(MAP) 93
A cave filled with a swamp and sticky spiderwebs.
www.midnight-tower.com
they watch from above On a successful check, the character manages
to slip through the webs and move a distance up
Eight brown giant spiders sit in the middle of their to their normal movement speed before they must
webs among the crooked trees throughout the make a new skill check.
swamp. The hairy spiders are the size of horses
and have vivid red markings on their backs. They On a failed check, the character manages to
occasionally shift and move around, but they don’t move a distance equal to half of their normal
appear to have noticed the characters. movement speed before they accidentally disturb a
spiderweb. Roll 1d4 to see how many spiders that
While the characters are taking in the scene, a notice the disturbance. Alerted spiders immediately
pair of tall double doors in ice materialise 30 feet climb down from their trees and attack the
away. The doors hover like a mirage above the character who interfered with the spiderweb.
swamp. A complex symbol that glows aquamarine
appears in front of the characters and pulsates If any other members of the party want to
slowly. Seconds later, a similar symbol appears in join the combat, the dense spiderwebs mean a
front of the tall doors. It is clear to the characters character must succeed on a DC 15 Dexterity
that they need to move through the swamp and (Stealth) or (Acrobatics) check each round to
reach the double doors on the other side of the use melee attacks, ranged attacks, or cast spells
cave to complete the first challenge. with somatic components. They may also need to
succeed on additional skill checks if they want to
a trial of agility move to the character engaged in combat. Each
failed check attracts the attention of one more
To reach the doors, the characters must navigate spider that will join the fight.
through the spiderwebs on foot (or move through
them by other means) without touching the Once the combat is over, the character who failed
strands. If they fail, they must fight the spiders. their check can make a new check to continue onward.
Moving through the spiderwebs without alerting exit
the spiders requires each character to succeed on
a DC 15 Dexterity (Stealth) or (Acrobatics) check. When all characters are standing inside the
Because of the boggy ground and sticky webs, the glowing symbol on the other side of the swamp, the
cave counts as difficult terrain. ice doors open slowly before them.
94
CHAPTER 5: THE SECOND CHALLENGE
he characters walk into a room with A pair of tall double doors in hazy ice
walls, floor, and ceiling made of ice. It materialise at the far end of the ruin behind the
is identical to the first room that they gynosphinx and the two lamias. Moments later,
entered when they arrived at the castle. a pulsating symbol in aquamarine forms on the
There are no windows or doors except for the one sand near the characters’ feet, and a similar
that leads back to the swamp behind them. symbol appears in front of the doors.
next move “Well, well, well,” the gynosphinx says in a
purring voice, “what have we here? A band
As soon as the last character has entered the room, of fools with much to fear? Or brave heroes
the doors close behind the party. At the same time, who never flee? Solve this riddle, and we
an elegant crystal Dragonchess board appears on shall see.”
an ice-carved table in the middle of the floor.
The gynosphinx beckons to the characters
The Dragonchess board is the one that the while the lamias look increasingly excited. She
characters encountered earlier, and the pieces then presents the characters with a riddle that
are arranged as they were before, but someone – they have to solve if they wish to cross the ruin to
presumably Isdrekin – has made a countermove the other side.
against the characters.
the riddle
See chapter 3 for how the game is played and
make a note whether the characters gain a point A female dwarf, a male tiefling, a female gnome,
of success or a point of failure. and a female elf once fought a frost giant that
guarded a large treasure. The giant was wounded
After the characters have made their move, the and offered each of them a ring with their
Dragonchess board and the ice table disappear, and personal favourite gem if they let it live.
the room goes completely dark for a few seconds.
The four gems in the rings that the adventurers
it is getting hot in here could choose from were diamond, emerald,
moonstone and ruby. But which adventurer
When the light returns, a wall of hot air hits the favours which specific gem?
characters. They are standing in an arid desert
in the middle of a square eroded ruin roughly 40 ➛ The dwarf likes moonstones, but it isn’t her
feet across. The ancient, withering walls are made favourite gem.
out of sun-bleached stone and form a natural
boundary of the area. ➛ Neither the tiefling nor the gnome likes
emeralds.
A white sun blazes mercilessly in the sky, while
fine sand gently drifts across the dunes and ➛ The person who likes rubies is a woman.
around the characters’ feet. The air is incredibly
dry and the temperature is sweltering. ➛ The dwarf’s favourite gem is either
moonstones or diamonds, although she can
rhyme and reason have only one favourite gem.
In the middle of the ruin is a low, raised platform ➛ The tiefling likes rubies, but it isn’t his
in withered stone. A gynosphinx languishes on favourite gem.
the platform and looks down at the party with a
hint of a wry smile on her feline lips.
The gynosphinx is flanked by two lamias, which
study the characters like cats watching a mouse
that unwittingly has ventured within their reach.
One of them licks its lips.
95
www.midnight-tower.com
The ruin in which the characters face a difficult riddle.
Optional: The DM can make this challenge mind over melee
harder by setting a time limit for the players to
solve the riddle. For example: Five minutes for If the characters can answer the riddle, the
an easy challenge, three minutes for a harder gynosphinx and the lamias graciously move aside
challenge, or two minutes for a very hard challenge. to let the characters pass, although the lamias look
deeply disappointed.
answer
If the characters give the wrong answer, try to
➛ It can be deduced that the dwarf’s reach the symbol in front of the doors, or attack any
favourite gem is diamonds. of the creatures, the gynosphinx shakes her head
in disappointment and disappears while the two
➛ The tiefling’s favourite gem can’t be lamias instantly and gleefully attack the characters.
emeralds or rubies, so it must be
diamonds or moonstones. exit
➛ As the dwarf’s favourite gem is diamonds, When all characters are standing inside the
the tiefling’s favourite will be moonstones. glowing symbol on the other side of the ruin, the
ice doors open.
➛ The gnome doesn’t like emeralds, so her
favourite gem must be rubies. The doors open even if the characters haven’t
solved the riddle and regardless if they are
➛ This means the elf’s favourite gem is engaged in combat, as long as all of the characters
emeralds. are within the boundary of the glowing symbol.
The lamias don’t follow the characters through the
doorway into the next room.
96
www.midnight-tower.com
CHAPTER 6: THE THIRD CHALLENGE
nce more, the characters enter a room unhallowed be the game
completely made of ice and identical
to the previous rooms. There are no The light returns slowly, and weak moonlight
windows or doors in sight, apart from the floods the area. As the characters’ eyes adapt
opening that leads back to the desert behind them. to the gloom, they realise that they are standing
When the last character has entered, the double inside a large dimly lit cemetery surrounded by a
doors close and fade into the ice wall. The crystal crooked wrought-iron fence.
Dragonchess board appears on its ice table in the
middle of the floor. As before, it seems that someone The cemetery is 50 feet long and 60 feet wide. It
has made a countermove against the characters, is filled with dead trees, graves, and tombstones, a
who now should make their move. couple of which lean quite alarmingly. At the far end
See chapter 3 for how to play Dragonchess, and of the cemetery, a pair of double doors in ice are
make a note whether the characters gain a point of located by the crooked black fence.
success or a point of failure.
Some of the graves have marble statues as their
the host intrudes headstones. The statues are dressed in sombre
funeral garments, and their faces are partly hidden
After the characters have made their move, the by mourning veils, pulled-down top hats, or upturned
elegant Dragonchess board and the table vanish, collars. Nevertheless, the characters realise with an
and a mirage of Isdrekin appears in one of the ice icy shiver that the silent statues resemble them.
walls. Like before, the mirage is almost lifelike but
clearly an illusion. A symbol similar to the one in the previous rooms
appears by the characters’ feet, but this time no
Isdrekin looks at the characters with an intrigued matching symbol appears by the double doors at the
expression on his face. other side of the cemetery. Instead, several smaller
symbols light up one by one in front of the statues
“I apologise for the interruption,” Isdrekin says that look eerily like the characters in the party.
politely. “But may I suggest that you hurry up?
After all, your friend is in dire peril.” The aquamarine symbols pulsate slowly, as if
beckoning the adventurers.
Isdrekin steps back and you see Bjorn
hanging from his bound wrists. He tries well-known terrors
to say something through his gag, and
although you can’t hear him, Bjorn’s panic When a character steps on the symbol in front of
is evident. The candle has burned through their corresponding statue, the character must
most of the rope, and only a thin piece of immediately make a DC 15 Wisdom check.
a blackening strand prevents Bjorn from
falling and spearing himself on the razor- On a successful save, the character’s mind is
sharp ice spikes in the pit below. invaded by deeply unsettling images before they
manage to conquer their fear. The character takes
“Take your time,” Isdrekin says. “However, 1d10 psychic damage and nothing more happens.
I would not recommend that you dilly-dally
for too long, of course.” On a failed save, the grave by the statue breaks
with an ear-splitting crack, and a ghost rises from
With that, the vision disappears, and darkness fills the stone debris and attacks the character. The
the room once more. character also immediately takes 2d10 psychic
damage and is Frightened.
The decaying, translucent ghost resembles
something from the character’s worst nightmare.
The DM is encouraged to use the information
shared by the player before the adventure to make
this a truly horrifying experience.
97
www.midnight-tower.com
The old cemetery where the characters’ worst nightmares await.
The character must make a new saving throw at dragonchess game outcome
the end of their following turn. For each failed save,
the character takes another 2d10 psychic damage. 0 Successes You have lost the game badly.
Isdrekin’s attitude is pitying
When a character succeeds on their save, defeats
their ghost, or dies, they are no longer Frightened 1 Success You have lost the game narrowly.
and the symbol in front of their statue disappears. Isdrekin’s attitude is scornful
one more game for the road 2 Successes The game ended in a stalemate.
Isdrekin’s attitude is neutral
When all characters have overcome their individual
challenges, the Dragonchess board appears for a 3 Successes You sacrificed many pieces but won
final time. Make a note of whether the characters the game through a last-minute
gain a point of success or a point of failure. insight and a little bit of luck. Isdrekin’s
Once the characters have made their move, the attitude is surprised and respectful
pieces move by themselves as Isdrekin makes his
countermove. 4 Successes You crushed your opponent mercilessly.
Isdrekin’s attitude is impressed, which
Add together the points of successes that the he tries to hide badly
party has gained during all games, and check the
table below to determine how the game ended. The Dragonchess board and the table vanish after
Isdrekin’s attitude to the characters depends on the game is completed, and a large pulsating symbol
how well they played. appears in front of the tall, icy double doors. When
all characters are standing inside the symbol, the
98 enchanted ice doors slowly open before them.
www.midnight-tower.com
CHAPTER 7: THE LORD OF THE CASTLE
he tall double doors swing open isdrekin nixius
majestically, and the characters enter the
open-air courtyard of Drakenberg Castle. When the last character has entered the courtyard,
Isdrekin addresses the party from his throne.
Towering walls, made of brilliant ice
and decorated with beautiful woven tapestries, rise “I am so pleased that you have survived
from the old stone ruins. Some of the tapestries my challenges. I hope you found them as
have motifs of humans, dwarves, elves, and other entertaining as I did,” Isdrekin says. “If you
races, all of whom bow to a magnificent ice dragon. would be so kind as to leave the orbstones
Other tapestries portray epic battles in which ice on the table, I shall release your friend
dragons crush large forces and triumph in battle. before he falls to his untimely death.”
Parts of the withered buildings are still visible Isdrekin gestures idly with his hand, and a
and have survived throughout the centuries, such beautiful table in crystalline ice materialises
as an old well, a broken archway, and the frost- in front of you.
covered remains of a stable that lean against a
toppling stone wall surrounded by ice. Isdrekin explains that he will use the orbstones
to bring back great numbers of ice dragons to
The ground consists of a thick layer of snow with the Material Plane. He plans to conquer Eastern
patches of frost. Snowflakes tumble down from Farraway and the lands beyond and enslave
blue-white clouds. The air is unnaturally cold and everyone. He offers the characters the chance for
absolutely still, although the raging blizzard can them to join him and become his loyal servants.
still be heard from afar. Their role will depend on the outcome of the
Dragonchess game and may include anything from
coin and captive becoming Isdrekin’s strategical advice group to
significantly simpler tasks such as running errands
In the western part of the courtyard is Isdrekin’s or executions.
dragon treasure hoard. The mounds of coins are
scattered on the snow-covered ground along with the dragon’s scheme
numerous glittering diamonds, golden goblets,
and other jewellery and sparkling gems. A few Isdrekin’s proposal is sincere and he assumes
blades, pieces of armour, and other items are also that the characters will agree to it. He has
half-buried in the hoard. enjoyed watching the characters face the
different challenges, and fails to see that the
In the eastern side of the courtyard, Bjorn characters are unlikely to be interested in
hangs bound from his wrists above a pit filled with collaborating with him after he has kidnapped
long sharp spikes of ice. Bjorn’s face is bruised, and threatened their friend. Being a dragon, he
bloodied, and pale with fear. He looks at the has a weakness for flattery, but he doesn’t fall for
characters, and a small glimmer of desperate hope exaggerated compliments.
lights up his eyes. The wax candle has almost
burned through the last of the scorched rope. However, Isdrekin never trusts anyone fully
and attacks at the first sign of deception or open
the conqueror’s seat hostility. While the main goal of the challenges
was to find out if the characters are worthy of
In the middle of the courtyard is an imposing serving him, they were also meant to inform him
throne made of pure ice and coated with intricate
patterns of glittering frost. A Dragonchess
board on a table of ice stands close to one of the
armrests. Isdrekin sits on the throne and watches
the characters with speculative interest.
99
www.midnight-tower.com