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Published by , 2017-06-27 04:00:18

Threshold_1_DRAFT_v0_6_Optimized

Threshold_1_DRAFT_v0_6_Optimized

Return to the Ice Wall

THE ICE BOX

The Ice Box appears to be a small mechanical construction, it then activates its defensive
device contained snugly in a small box-like powers which Brandan included to ensure
object about 45 cm long, 10 cm high and 15 that nobody comes to tamper with the Wall.
cm deep. The Box is made of thin sheets of It activates its sense life power and then
translucent mica, which make the device either feeblemind or mass charm powers
difficult to examine in detail, although it looks depending upon the number of creatures
like a mechanical construction with several identified which might want to harm the
cogs, wheels, pistons and belts in evidence. Wall.
The Ice Box is a Greater Artifact with 450
power points. Brandan programmed the Ice Attacks: feeblemind (40), mass charm (75)
Box with a simple set of instructions and with Information and Movement: locate object
the details for the maximum dimensions of (20), sense life* (20)
the intended wall. The device follows these Transformations: control temperature
instructions in order to build and maintain (35), create water (20), permanence (90)
the structural integrity of the Wall. In the first Defences: ice wall (25)
hour of a day the Ice Box uses its locate object Handicaps: Magic Error, Memory Penalty,
power to identify areas within the dimensions Polymorph.
of the intended Wall where there is no ice. If Penalties: Alignment Change (to Lawful),
there are gaps, in the next hour the Box Forgetfulness, Obsession, Paranoia, Weak
activates its ice wall and permanence powers; Magic.
in the next hour, it activates its control * Sense Life is a first level spell from 3.5E,
temperature and permanence powers; then, a similar spell has probably been created
in the next hour, it activates create water for Mystara at some stage. I gave it a slightly
which quickly freezes in the sub-zero higher power point cost than similar
temperatures, helping to cement everything detection spells as it is slightly more
together. If the Ice Box has detected no areas powerful/useful than those.
without ice, or once it has completed its ice

THE WALL attentions back to the gnomes who were
now resettling at Highforge.
Brandan has always been an inventor and a
tinker; he wanted to create a permanent The resultant Wall is constructed on a
barrier, but he didn't want to create just a narrow, half-mile, winding trail through the
simple wall. Instead, he created something high mountains. The Wall itself rises up to a
which could itself create and maintain a huge height of 50 feet from the ground and
wall of ice - the Ice Box. Once Brandan had extends across the mountain trail and
set the Ice Box in place and noted that it through the impassable slopes on either side
seemed to be working, he turned his to a maximum length of 2 miles. It has a
thickness of 10 feet. The base of the Wall

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follows the sloping topography perfectly, creating an ICE CREATURES
impregnable barrier to overland movement.
Creatures affected by the Ice Box,
The area where the Ice Box functions still has a as described above, gain the
remnant magic about it, left over from the great spell following abilities which may be
which the Nithian wizards worked a thousand years treated as a template in a non-
beforehand. The magic of the area interacted with the BECMI system. The creatures gain
device, and vice versa, and it started to affect how its a bluish-white tinge and seem to
handicaps and penalties acted on creatures, so that exude an aura of coldness, with
they now act upon creatures in the immediate vicinity their normal breath coming out in
of the Wall which the Ice Box creates instead of just cold clouds and their skin being
upon mortal users of the Ice Box. Some of these freezing to the touch. In BECMI
effects were also altered as described below. In terms the creature is hardier,
addition, certain cold-related creatures such as white gaining +2 hit points per hit die of
dragons and frost giants seem to be attracted to the the normal creature. The creature
Wall. also gains the ability to emit an icy
blast at a single target within 15
Simple non-humanoid creatures that remain in the feet. The attack does 1d4 points of
immediate vicinity of the Wall (that is creatures with damage per hit die, or level, of the
less than 6 hit dice or levels) have a 35% chance plus normal creature. The target may
10% per continuous day of remaining in the make a saving throw vs. dragon
immediate vicinity of the wall to be polymorphed into breath to take half damage. Ice
ice variants of their base forms; see the Ice Creatures creatures are immune to normal
sidebar. More powerful non-humanoid creatures that cold damage and take half damage
remain in the immediate vicinity of the Wall (that is from magical cold effects, taking
creatures with 6 or more hit dice or levels) may be only one-quarter damage if any
similarly polymorphed into ice variants of their base allowed saving throw is made.
forms but also have a 25% chance plus 10% per Conversely, they are vulnerable to
continuous day of remaining in the immediate fire, taking +1 point per die of
vicinity of the wall of being affected by a combination damage from normal fire effects
of the memory loss and feeblemind effects of the Ice and double damage from magical
Box, effectively leaving the creatures with 8 less fire effects, taking only normal
intelligence, with a minimum intelligence of 2, and damage if any allowed saving throw
no memory of what led them to the place. It should is made. The experience value of
be noted that these effects are in addition to the the new creature should be
active feeblemind-ing which the Box itself continues amended accordingly, including
to do to any creatures in the immediate vicinity. the special abilities gained which
are treated as two additional
Humanoid creatures that remain in the immediate asterisks to the base creature.
vicinity of the Wall have a 35% chance plus 10% per
continuous day of remaining in the immediate
vicinity of the wall to be polymorphed into an ice-
variant frost giant with Hit Dice equal to the level of
the humanoid creature. Humanoid creatures have the

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same chance of being affected by intelligence Talfris built a tower out of a spike of ice
and memory loss as described above for which he conjured about a mile away from
powerful non-humanoid creatures. the Wall; he infused the ice with protective
spells and wards, particularly to keep him
TALFRIS safe from the polymorphing and stupefying
effects of the Wall. From his new base he
Three hundred years ago the Traladaran worked with a particular obsession,
magic-user Talfris found the Wall while he continuing his research into cold-related
was flying through the area. He was intrigued magics and learning what he could about the
by the palpable magical aura which emanated Wall, and ultimately he gleaned some
from the Wall and, having an obsession knowledge about the device contained
towards cold-related magics, he was also inside. Through these studies Talfris learned
attracted to the Wall itself. Talfris noticed this a little about immortality and ultimately
pull, which he correctly surmised as an started his own journey.
unnatural attraction coming from something
related to the Wall. Talfris was a magic-user of Unfortunately for Talfris, while on this
some power and as a result had gained a journey he encountered a powerful fire
healthy cautious attitude towards powerful mage, Barimoor, who lived under the desert
unknown objects. So, over the following of Ylaruam to the northeast. He became
months he travelled to the area regularly for unnaturally paranoid of Barimoor and saw
hours, and then a day, and then a couple of him as a direct threat which needed to be
days, conducting research and experiments. dealt with. Despite his researches on the Ice
Box, Talfris never appreciated that his
Talfris realised that an item of great power obsession and paranoia were being caused
was associated with the Wall, but with time he by the Ice Box itself. On the day on which
grew increasingly annoyed by his lack of Talfris directly confronted Barimoor he also
progress in discovering how it came about. never appreciated that he was under the
He had also noticed the unusual propensity effect of the magic error, forgetfulness and
of particularly dim-witted young frost giants weak magic effects from the Ice Box. As a
and white dragons to congregate in the result, Barimoor was a little bit more
vicinity of the Wall, as well as otherwise powerful than Talfris expected. In the
regular creatures with peculiar abilities. ensuing battle Barimoor drew Talfris away
Correctly surmising that this was somehow from his mountainous home and away from
related to the Wall itself, Talfris tested his the Wall; Barimoor had also noticed the
theories by introducing and penning in magical aura coming from the Wall,
normal creatures in the vicinity of the Wall. By although he was wholly uninterested in it -
this means, Talfris deduced the he just wanted to draw Talfris away from a
polymorphing effects of the Wall, and so possible source of personal power.
obtained magical items for protection. Barimoor lured Talfris to Thirst Hollow near
Properly equipped, he decided to build a the ruins of Iunyt and there slew his
tower and relocate himself to the area so that challenger.
he could continue his research and
experimentation.

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THE LEGACY OF TALFRIS was in, while the land itself becomes
similarly cold and ice-rimed. The area
Although Talfris was slain many years ago - affected has been growing each year, and
about 820 AC - he has left behind some not only that the rate of growth has been
treasures for erstwhile adventurers, and a increasing.
terrible legacy for everyone. Talfris' Tower
has remained undiscovered since his passing ICE-RIME
and contains his research into cold-related
magics as well as scribblings from his research As noted, the area affected by the ice-rime
on the Wall (which in some writings Talfris has been growing exponentially, and while
purports to have created himself) and the Ice the growth has not yet been noticed, that is
Box. Of course, as this is the tower of a about to change... perhaps for everyone.
reclusive, obsessed and paranoid magic-user, Once Talfris conducted his spell, almost
there are protections; the careless should overnight an area within a 100-foot radius
beware. around the Ice Box became ice-rimed. Over
the next 128 years this slowly grew until an
Through his studies Talfris had also identified area double the size was covered; at this
the residual magic in the area left behind by time the rate of growth changed, so that it
the great working of the ancient Nithians, took half the amount of time for twice the
although despite his researches he never amount of area to be affected.
identified the source of the great working. Consequently, by 873 AC the area within just
Although he knew that the two effects had over 200 feet was ice-rimed, and as of 1
become intertwined somehow, he never truly Nuwmont 1000 AC a spherical area within 5
appreciated all of the intricacies of how the miles around the Ice Box has been affected.
residual magic was interacting with the Ice In only three more months it will cover 10
Box; and yet he tampered and tinkered with miles. By 25 Klarmont Specularum itself will
his magic. The tampering of Talfris has left be affected, and within a few days the Outer
behind a legacy, which he himself had not and Hollow Worlds will similarly be under
identified when he died. an icy grasp.

About 745 AC, a magical experiment which GOING TO THE WALL
Talfris was conducting in the vicinity of the
Wall went awry. It linked itself with the How player characters may become involved
control temperature effect which the Ice Box in dealing with the ice-rime depends upon
was at that time manifesting and amplified where in Karameikos or the surrounding
and extended it. From that day forth, the Ice area that the player characters are;
Box has been dropping the temperature in an characters who are too far afield may not be
ever-widening sphere around itself to sub- able to reach the area in time before the
freezing temperatures. Additionally, the whole planet is affected. Characters in
polymorphing effects of the Wall occur within Castellan Keep will be alerted around late-
this spherical area of effect, not just in the Yarthmont – early-Klarmont when the ice-
immediate vicinity of the Wall. Vegetable rime will be approaching; the keep itself is
matter in the area freezes in the form which it

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expected to be ice-rimed on 8 Klarmont and magical traps to be overcome, but once
at this stage the ice-rime is advancing at about inside, the protections against the
1 mile per day; as the ice-rime reaches polymorphing and stupefying effects of the
Castellan Keep the ice-rime will again Ice Box are also still in place and the tower
accelerate to 4 miles per day (for the next 10 can make a good base for the characters to
days, etc). Once word of the ice-riming use while they investigate the Wall. The
reaches the keep the news will quickly spread characters will have to go through the works
around Karameikos and eventually to of Talfris, and piece together what he
Specularum and erstwhile adventurers will learned to try and work out a safe way to
come to the area to investigate. access the Ice Box and undo the ice-rime.

Once the ice-riming nears Highforge Brandan It is only through the relocation,
also starts to take notice and alerts any destruction, or reprogramming of the Ice
followers in the community; he also starts his Box that the ice-rime will be stopped. To
own investigation as he has a nagging thought relocate or destroy the Ice Box, it must first
that it might involve something which he did be reached through the Wall. The Ice Box is
in the past. As he investigates he quickly finds located on a stone plinth about two feet off
that his device might somehow be involved in the ground in the centre of the Wall. The DM
the current predicament. However, he also is encouraged to be inventive in the amount
realises that something went awry and he is of effort required to deal with the Ice Box.
unwilling to get directly involved unless he
has to. As he continues his investigations he DEALING WITH THE ICE
sends messages to his clerics in the area to
alert them to specific details – namely that BOX
there is a device within a wall of ice which is
involved with causing the predicament. He Reprogramming the Ice Box would be
also eventually alerts them to Talfris’ Tower. simplest method of dealing with it, as it does
not require directly accessing it, although it
Once player characters arrive in the region can only be done through thought control
they will hopefully do an aerial within about 1 mile of the Ice Box. The
reconnaissance of the area and identify that it studies of Talfris provide the greatest
is expanding in a spherical manner from a insights on the techniques about how it can
central point. Pinpointing that area will bring be done. The more time which is spent
the characters to the Wall and the nearby studying Talfris' papers will ultimately lead
tower. Although the investigations at the Wall characters to a method to turn the Ice Box
will prove fruitless at this time, a further off, although if time is a factor then
investigation of the tower will move the reprogramming it - most efficiently by
characters to the next step. If necessary, resetting the control temperature setting -
gnomes from Highforge could arrive at any would halt the ice-rime.
time to help the characters towards the
Talfris' Tower, or the Wall itself if required. If characters are not inclined, or do not think
about reprogramming the Ice Box then they
Talfris' Tower, being the retreat of a powerful, need to access it so that they can relocate or
paranoid, magic-user still has a number of destroy it.

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Talfris' studies showed that the Wall was vulnerable From the Vaults
to certain frequencies of sound. Sphinxes from the
nearby Iunyt region could be enticed to try and crack The Return to the Ice Wall was
the Wall; the concentrated blast from a number of
sphinxes should be sufficient to crack the Wall. inspired by Gordon McCormick's
Unless inappropriate for the party, the application of
a device like a horn of blasting seems to create sound article introducing the Ice Wall.
at an appropriate frequency.
For more information on the
Alternatively, the application of a powerful flame
such as the breath weapon of a red or gold dragon, immortal Brandan see Marco
could be employed. Conversely, unless appropriate,
lobbing fireballs at the Wall doesn't seem to create Dalmonte's article Brandan
sufficient heat to melt the Wall.
Earthshaker . Elements of the
Once accessed, the Ice Box could be relocated.
Simply moving the Ice Box away from the area history were taken from Joaquin
affected residually by the Nithian magic would be
insufficient as the two have become too closely Menchaca's article on the Highforge
linked. Instead, the Ice Box would need to be
relocated to another plane. If this were an option, Gnomes and the Dungeon Master's
Brandan himself could be convinced to take the Ice
Box away. Alternatively if the characters wish to Guide to Cynidicea edited by Geoff
attempt to destroy the artifact then some suitably
difficult, but readily achievable - given the time Gander. The map was recreated,
constraints at this stage - scheme would need to be
considered. with some significant amendments

from Simone Neri's map in the

Central Altan Tepes mini-

Gazetteer, thanks are offered to

Simone who agreed to its use and

modification. Additional

information for the region is

available in the mini-Gazetteer and

in Giampaolo Agosta's A

Karameikan Companion.

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Guild Wars

by Giampaolo Agosta (Agathokles)

This adventure is a sort of urban side-trek, BACKGROUND
taking the form of a classical whodunit. It is
suitable for basic level adventurers -- access to The adventure starts after one of the
spells like “Speak with Dead” or powerful Traladaran riots in Specularum, near the
divinations would allow the characters to Magicians' Guildhall. The precise nature of
bypass most of the investigation. the riot is not critical, but it should
politically motivated. If it fits the campaign,
The adventure takes advantage of the this riot could be part of the events
complex world of Specularum guild politics. following "Davinos' Complaint", otherwise it
Infighting is rampant within the Apothecaries' could be a riot motivated by a perceived
Guild, and members of the Torenescu faction pro-Thyatian bias in the Magicians' Guild
try to frame the Guildmaster, Dimitri Levinik, itself, which is accused of refusing aid to the
for the murder of a political rival, a crime he Traladaran population of the ward.
did not commit. The PCs are called to
investigate, and may find out that Levinik, A man, Iosif Gogean, is killed by a crossbow
while innocent of this specific crime, is linked bolt during the riot. By itself, this kind of
to the Veiled Society. They must decide incident would usually be written off as the
whether to let Levinik be sentenced for a act of Traladaran extremists, and a few such
crime he didn't commit, or to let him use the figures, in this case two Traladaran students,
Guild to support the Veiled Society. would be summarily tried and sentenced.

The plot of this adventure is based Italian However, the victim, Iosif Gogean was a
mystery novel "Cosa è successo alla signora second tier politician -- a Consul of the
perbene" by Loriano Machiavelli (not Apothecaries' Guild in charge of
translated in English, a French edition is collaborating with the Magicians' in
available under the title "Bologne ville a defeating the "atabe plague" in the
vendre"). Specularum Series adventure Omens and
Portents, so an investigation is required, as
involvement of organized crime is suspected.

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