Dungeons of Ice (5e)

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    Designed for a party of five level three or five adventurers

    By Rowan & Doug Schultz

    Dungeons of Ice Dungeons of Ice Fifth Edition Compatible

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    able o Contents

    R u n n i n g t h e A d v e n t u r e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

    Adventure Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

    Adventure Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

    S e t t i n g . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

    Te Mountain Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

    Te Stormholm Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

    Te Queen’s Chamber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

    Monsters & NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

    Stormholm Dungeon – GM’s Map. . . . . . . . . . . . . . . . . . . . .21

    Stormholm Dungeon – Player’s Map. . . . . . . . . . . . . . . . . . .22Cipher Room 25 – GM’s Map . . . . . . . . . . . . . . . . . . . . . . . . .23

    Cipher Room 25 – Player’s Map . . . . . . . . . . . . . . . . . . . . . . .24

    Queen’s Chamber – GM’s Map. . . . . . . . . . . . . . . . . . . . . . . .25

    Queen’s Chamber – Player’s Map. . . . . . . . . . . . . . . . . . . . . .26

    Magic Weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

    CreditsDoug SchultzWriterArtistGraphic Designer

    Rowan SchultzWriterPlay ester

    We sincerely hope that you enjoy playing our adventureand welcome any comments, criticism or eedback. I atany time you have any questions or need clarification aboutsomething please don’t hesitate to contact us.

    You can connect with R&D Adventures at:

    http://randd-adventures.blogspot.comwww.acebook.com/[email protected]

    Dungeons of Ice Fifh Edition Compatible

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     Adventure Outline1. Te Mountain PassTe route over an old mountain pass leads the adventurersnear a ruined castle that’s rumored to be haunted. Little dothey know they might encounter something flesh and blood

    high on the snow-covered peak.

    2. Te Stormholm DungeonsAfer taking a tumble down an icy crevasse it seems theadventurers have no choice but to find their way through arozen dungeon in order to escape.

    3. Te Queen’s ChamberMaking their way through some tricky places theadventurers find themselves in the hidden chamber o theormer queen. Tis could prove to be their most rewardingand most dangerous discovery yet.

    4. ConclusionTe adventurers finally see daylight and path down the otherside o the mountain.

    Running the AdventureEncounter LevelsTis Adventure is designed or a party o five adventurerswho begin at level three or at level five. Balanced encounternumbers, including monsters, NPCs and treasure, have been

    provided or parties o both levels.

    PreparationBeore beginning play, it’s recommended that the gamemaster (GM) become amiliar with the entire adventure.Tis wil l help in planning or the challenges the adventurerswill ace and allow time to gather all the materials necessaryor things to run smoothly. Having the fifh edition corerulebooks handy will also be helpul. Many o the detailshave been accounted or, but it may be necessary to reerencethe books when more detail is needed. It will also be helpulto have your characters created in advance so the GM knowsthe strengths and weaknesses o your group.

    Reading the EntriesSetup: Various areas within the adventure contain shortoverviews or descriptions, including the number omonsters, creatures, animals or non-player characters. Italso includes any traps, obstacles, magic items or anythingelse that needs to be specifically described. A page numberin the core rulebooks is provided or all creatures and NPCstatistics. Creatures or NPCs with modified statistics arecontained within the Appendix.

    Features: Te text highlighted in blue typically containsdetailed text that describes the setting, physical eatures,rooms, clues, objects, obstacles and items to be ound in theencounter. Tis text is meant to be read aloud to the players.It can be read as is or paraphrased as necessary.

    Narrative: Te text highlighted in green contains a read-aloud as i one o the monsters, creatures or NPCs in theencounter is speaking. Tis text can be a lso be paraphrasedi necessary to match the current condition o the storyline.We also encourage the GM to add any narrative to add colorto the storyline.

    actics: I needed, inormation is given about how the

    enemies in the encounter will act beore or during combat.Tis might include their initial positions, i there’s a chancethey surprise the adventurers or any other tactical advantagethey might have.

    Adventure ExtrasTere are also many maps, notes, letters and miniature gridsincluded within the adventure or Appendix to provide allthe materials you’ll need or a rich visual experience.

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    IntroductionAtop a snowy mountain, among soaring towers o ice, agreat battle rages. In the midst o the melee, a emale warriorcalls out:

    “Summon the queen! We can’t hold on much longer!” 

    A moment later an imposing woman appears carrying awhite staff. She has pale skin and thick, wavy, auburn hairthat’s loosely gathered in back. Her close-fitting dark greenrobes have gold buttons down the ront, gold stitching andox ur hood and trim. A snow leopard walks at her side.

    “What should we do my queen? Tey’re overtaking us.” 

    “Tey’ll never defeat us. My ancestors have ruled here forcenturies.” 

    “But look, our forces have been weakened. We can’t hold themany longer.” 

    “Tey’ll never take this fortress while I’m alive!” 

    She turns to the battle and commands the leopard toattack. Ten she raises her arms, closes her eyes and beginschanting. Te winds grow stronger, lifing snow and swirlingit about so that it becomes a blizzard. Ten, the groundstarts to shake and there’s a deaening crack, like the soundo thunder. A large fissure opens under the eet o warriorsrom both sides and they’re swallowed by the earth as theground gives way. All around ice is alling as the great

    towers o the ortress crumble. Just when it seems as i thequeen will be lef standing alone, a massive piece o ice roma nearby tower gives way. It lands near her and shatters theremnant o stable ground she’d been standing on, sendingher careening into the abyss.

    With all the warriors and the queen now gone, the windsbegin to calm and the crack in the ground narrows. Night isalling as a light snow begins to all on the ruined ortress. 

     Adventure BackgroundNear a rigid pass at the top o Stormholm mountain laysa ruined cast le that’s nothing more than crumbled wallsand towers o rock and ice. Te castle is named StormholmFortress, afer the mountain it sits on, and is rumored to behaunted.

    For hundreds o years the castle was home to a amily oevil witch queens who ruled their mountain realm witha spite colder than the mountains themselves. Becauseo its location on an important mountain pass, travelerswere orced to travel many treacherous miles around themountain i they wanted to avoid the wrath o the icequeens. Many years ago, soldiers traveling on their way toa great war attacked the ice castle in hopes o unseatingthe queen and opening the route across the mountains.Teir attempt was unsuccessul and the queen continuedto rule. She rebuilt her army o emale warriors, this time

    augmenting her orces with numerous undead creatures.Years later, under the rule o the last queen, Cyrene Verglas,another attempt was made to conquer the castle. During thefinal battle the queen unleashed a powerul spell wroughtby her ancestors. Te spell triggered a cataclysmic eventthat caused the castle to all into ruin afer it destroyed herenemies, as well as her own army.

    Te ghosts o the queens now haunt the dungeon below thecastle ruins and can be ound wandering within. Tey’llmake a stand against anyone who enters, attempting toguard their domain and the powerul magic items o theirormer lie.

    Adventure Hooks1. Te adventurers must cross a mountain range on the wayto their next destination. I they don’t take the pass the patharound is miles out o their way.2. Te adventurers hear a story rom an old man on thestreet or in a tavern about a haunted mountain castle. Headds that there must still be treasure there because no onedares enter.3. Te adventurers stumble upon a map o the ice castle’sdungeon in the secret compartment o an old map case. Aplayers’ version o the map can be ound on page 22.

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    SettingBelow is a description o geography that can be used asthe general setting or the beginning o the adventure.Te description can also be modified to fit into an existingcampaign.

    • Te distance rom the small mountain town theadventurers start to the nearest town on the other side othe mountain range is 17 miles (27.4 km). Te distancethey’d have to travel to avoid the pass is our times as ar.

    • Te height o the mountain at the peak near the castle is14,259 eet (4,346 m).

    • Te route rom the trailhead to the summit is halway tothe town on the other side is about 8.5 miles (13.68 km).Tat may not sound very ar but the hike to the top hasa total elevation gain o 4,875 eet (1,486 m), making it

    difficult terrain.

    • Te estimated time to reach the summit near the castleunder the best conditions would be 9-10 hours.

    • Once they reach the snow-covered ledge, snow and icemake it difficult terrain as well.

    • Weather near the top o the pass becomes increasinglyinhospitable with highs sometimes reaching 28° F (-2° C)during the day and lows that can reach -20° F (29° C) atnight with wind chills dropping to -30° F (-34° C). Reerto rules or extreme cold (page 110 DMG) and exhaustion

    (page 291 PH).

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    I the adventurers have horses or pack animals, they godown in the avalanche with them and are also hal buried insnow and lose 3 (1d6) hit points on their descent.

    For locations o all numbers see the GM’s map on page 21.

    1. Bottom o the CrevasseAs the adventurers come to rest at the bottom o the crevassethey have a chance to observe where they’ve landed.

    Tere is still some light and a little snow, filtering in romthe opening above. Te central area o the cavern is narrowat first but opens into a roomy cavern with a roo that’snearly 20 eet tall. As the cavern continues and turns east itnarrows, the roo gets lower and it becomes filled with rocksand chunks o ice. Tere are some bones littering the floor othe cavern at the back o the crevasse.

    I they explore arther back in the cavern they’ ll findentrance to the dungeon. Over a pile o rubble, a smallopening about three eet in diameter can be seen. Withsome work the rocks and ice could be moved to make theopening wider. Assume that it would take the adventurers aminimum o a hal hour to make the opening big enough ormedium characters to pass through, or an hour and a hal tomake it big enough or horses.

    The Mountain Pass

     Skirting the south and west side o the castle, anarrow, snow-covered ledge is the only way topass by the ruins. On one side o the ledge is thetowering curtain wall o the ice castle and on theother a sheer cliff with a thousand oot drop to

    the valley below. Both the wall or the cliff would require aDC 30 Strength (Athletics) check to climb.

    While making their way around what’s lef o the castle, theadventurers encounter a crevasse covered by a layer o snowthat drifed over it during the previous night’s storm. I theyall into the crevasse it leads to a cavern and an incidentalentrance to the dungeon beneath the castle.

     Yeti EncounterMonsters per character level:

    Level 3 = 2 Yetis

    Level 5 = 4 Yetis (p. 305 MM)

    I the way around the castle wasn’t treacherous enough, thegroup is being stalked by yetis out hunting or ood.

     As you’re passing the castle on the ledge you hear a bone-chilling howl rom the direction you just came. A ewmoments later the first howl is answered by a second equallyhorrific howl in the direction you’re headed.

    When the adventurers are at the top o the pass with the oldcastle wall on one side and the steep cliff on the other a yeti(or two or fifh level) appears behind them. While the first

    yeti (or two) is closing in rom behind a second (or anothertwo or fifh level) appears in ront o them, trapping themon the weak spot above the snow-covered crevasse.

    Te adventurers can’t see the crevasse because it’s coveredwith snow. When there’s enough weight on the snowcovering the crevasse gives way causing a small avalanche,sweeping them and one o the yetis (or two or fifh level)down into the cavern below. Any sudden movement theadventurers make to attack yetis or attempt to escape alsocauses the snow to collapse.

    Te way up and out o the cavern and crevasse is steep, icecovered and extremely slippery. It could only be climbedwith the use o aids or possibly magic, and the yetis are atthe top waiting or them. Any use o spells that cause heat,fire, shock waves, or tremors threatens to loosen moresnow rom above. Although they all and slide about 200eet down the crevasse into the cavern, assume that theadventurers only lose 2 (1d4) hit points each and are able todig themselves out o the snow once they come to a stop atthe bottom.

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    9. A ghost loosens a piece o rock or ice that alls near  the adventurers, which is accompanied by a taunt

    or laugh10. Te high pitched laughter o the ice queen’s ghost11. Te adventurers see one the queens’ ghosts

    12. Te adventurers hear a whispered threat rom aghost queen

    The Dungeon2. Jailer’s ChamberOnce the jailer’s chamber this room is now abandoned. Tenorth and east entries have wooden doors that are locked.Each door would require a DC 20 Strength check to orceopen and has an AC 15 and HP 12. o pick either lockrequires a successul DC 15 Dexterity check. Each ailedattempt to pick the lock results in a 10-minute time delay.

    Te room has hewn stone walls and a rough stone ceilingthat’s about eight eet high. Within the chamber there’s awooden bed, a nightstand with a candle on it, a chair, awardrobe, a privacy screen, and an old wooden chest. Tere’salso a small fireplace in the south wall with a ew pieces owood sitting next to it.

    Te wardrobe contains a wool cloak, a ew light cottonshirts, and a ew pairs o cotton pants. Te wooden chest hasa lock that requires a DC 10 Dexterity check to open andcontains an old tattered blanket, an old pair o boots, a flask,a bottle, a pouch, and a scroll case (unless they already havea map then there’s no case). Te scroll case contains a aded

    map o the dungeon. Te pouch contains 10sp and 22cp.

    3. GarderobeTis room was once a toilet room. It has a plain, unlockedwooden door. Poison gas emanates rom the room whenthe door is opened. Te gas effects all targets within a 10-oot square area, anyone in the area must succeed a DC 14constitution saving throw or take 5 (2d10) points o poisondamage and be poisoned or 10 minutes. Te gas dissipatesafer one minute, but, until then anyone ending their turn inthe 10-oot area must repeat the saving throw.

    4. Prison CellTis is one o the small prison cells scattered throughout thedungeon where the queen would hold prisoners. Te dooris made o wood with a six-inch square window fitted withiron bars. Te door is also locked and would require a DC 20Strength check to orce open and has an AC 15 and HP 12.o pick the lock requires a successul DC 15 Dexterity check.

    The Stormholm Dungeons

     F or centuries the queens’ dungeons were used asa place to perorm rituals, hold prisoners, andstore weapons and goods. Beore the all o thecastle there were only two ways in or out o thedungeons: one at the main entrance in the middle

    o the castle and the other a secret door in the queen’s sub-chamber. In general, many o the walls, floors and ceilingshave cracks in them and the floors have varying amountso rubble. Most rooms have torch holders set in the wallsbut there are none in the passageways. Assume that a usabletorch can be ound 25% o the time.

    FeaturesCeilings: Te ceilings o all passageways are arched andmeasure 10 eet to the apex unless otherwise stated.Doors: Most doors in the dungeon are made o woodwith iron hinges. Details about whether doors are locked,unlocked, trapped, etc. and their difficultly to break orunlock can be ound with each room description.Floors: Te floors within the dungeon are either carvedstone or covered with stone pavers.Light: Most o the corridors and rooms are dark exceptwhen the ceiling o a room is made o ice. I the room’sceiling is made o ice it has the aint glow o light filtering inrom above. I special lighting conditions are present, theywill be described in relationship to a specific room whennecessary. Unless the adventurers have darkvision they’llneed a light source in most areas.Walls: Te walls o the passageways are a combination ohewn stone, masonry construction and/or carved ice. I the

    condition o the walls in certain area are important it will beincluded as part o that area’s description.emperature: Te temperature in the dungeon is a constant0° F (-18° C).Random Sights and Sounds: Because the dungeon ishaunted, strange things can be seen or heard randomly. okeep things interesting as the adventurers are wanderingthrough the dungeon, the GM can roll or a random hauntedresult.

    d12 roll Result1. A harsh metallic scraping2. Te sound o rocks all ing

    3. Te sound o chains clinking4. Te adventurers’ torches or lanterns are snuffed out

    by a sudden blast o wind5. Te sound o whistling wind6. Te sound o ootsteps receding7. Te creaking sound o a door on old hinges being

    opened or closed8. A low moaning can be heard

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    “Welcome to my icy tomb. I hope you’re comortable, because you’re going to be here or a very long time.” 

     Afer she vanishes a high pitched laugh echoes through thecorridors.

    Te Ghost o Queen Cyrene roams the dungeons. Usingher incorporeal movement, she floats through walls, floorsand ceilings guarding the icy dungeons and the ruins othe castle above. She won’t always directly attack but usesher influence to direct monsters still within the dungeon todo her dirty work. She also has the power to speak, makesounds, move objects or create small disturbances in theair. Using these powers, she’ll shut and lock doors or doother tricks aimed at making lie more difficult or anyonetraveling through the dungeon.

    7. AlcoveMonsters per character level:

    Level 3 = 1 GargoyleLevel 5 = 2 Gargoyles (p. 140 MM)

    A Gargoyle (or Gargoyles) has been placed in this alcove toattack trespassers.

    In the middle o the corridor you come upon an alcove. In it isa menacing stone carving o gargoyle (or gargoyles) crouchedon the top o a short pillar. Te gargoyle has curved ram-likehorns, an underbite with huge angs protruding rom thelower jaw, massive talons, and large bat-like wings.

    Te gargoyle waits until the adventurers are near, then

    attacks the strongest-looking person in the group and fightsuntil it’s destroyed.

    8. Sloping Passageway Monsters per character level:

    Level 3 = 1 ShadowLevel 5 = 1 Shadow (p. 269 MM)

    A Shadow is hiding the corner (near the number 5) as theadventurers pass by. A Wisdom (Perception) check opposingthe Shadow’s Dexterity (Stealth) check would be needed todetect it. Te shadow would most likely go undetected unless

    the adventurers are actively searching.

    Te passageway begins to slope downward here and becomesincreasingly dark as it goes down. A slight updraf can also be

     elt coming rom up ahead.

    Te shadow waits to attack until the adventurers are about tocross the ice bridge (number 12) or lingering in the passagecontemplating what to do next.

    Te prisoners are chained in the south end o the hallwayand wouldn’t be visible to anyone looking through thewindow on the door. Te adventurers would be able tosee empty sets o manacles hanging rom the walls whereother prisoners could be held. Tis is what they see i theadventurers enter the cell:

    In a narrow prison cell, the rozen skeletal remains o three prisoners are chained to the wall. Tey’re wearing nothingbut the remnants o tattered clothing.

    I the adventurers search the remains and succeed at a DC10 Wisdom (Perception) check they find that one o theprisoners has a gold tooth (1 gpv).

    5. Remains o the JailerTe woman who was once the jailer is nothing more than askeleton now.

    Laying to the side o the corridor are the remains o someone.It appears that it was a emale who once had blonde hair.She’s wearing studded leather armor over heavy ur-linedclothing and heavy boots. She’s ace down and there’s a largeslash in the back o her armor.

    I they search the remains and succeed in a DC 10 Wisdom(Perception) check, the adventurers find a key ring attachedto her belt with two large keys and five small keys on it,a pouch containing 5 gp, 22 sp, and 46 cp, and a pair oturquoise earrings (1gpv).

    One o the large keys opens the doors to the armory (room

    40). Te other large key opens the doors to all the prisoncells. Te small keys unlock the manacles o the prisonerschained in the our prison cells. Another one o the smallkeys opens the jailer’s wooden chest.

    6. Ghost Sighting When the adventurers look down the long passage they get aglimpse o the ghost o Queen Cyrene.

    When you look down the corridor leading to the north yousee the transparent image o a woman dressed in dark greenrobes with long wavy auburn hair walking in the opposite

    direction. About halway down the hall she turns to ace you. Te pale, chiseled eatures o her ace must have beenbeautiul once but now her sunken eyes and hollow cheeksare rightening to behold. She must have wielded great powerin lie because even the presence o her ghost is enough to chillthe soul. Beore she disappears through the west wall o thecorridor she speaks:

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    • Levana Verglas (901 - 993) – In her portrait Levana issitting on the throne in a very upright, ormal pose. She’sholding the white staff in one hand with her other arm onthe armrest o the ice throne. On her resting hand the ringwith three blue stones can be plainly seen. Her long blondehair is braided and arranged on top o her head. She’s

    wearing a long blue dress, a gold corset and a white urwrap over her shoulders. She’s pictured with her amiliar, awhite tiger.

    • Sabine Verglas (795 - 901) – In her portrait Sabine isstanding in ront the throne with one hand on her hip andthe other clutching the white staff. Her tight black robeshave no decoration except or a high collar in the backmade o long black eathers. Her short white hair withblack highlights is spiked so that it looks a white flame ontop o her head. She’s pictured with her amiliar, a raven,sitting on her shoulder.

    10. Passageway Opening 

    Te passageway ends abruptly as it opens into the chasm.Use the description o the chasm (number 11) to describewhat the adventurers see.

     At the end o the corridor that leads to the north, the passageway opens into nothing. Te ice bridge can be seenabout five eet to the lef o the opening.

    It would be difficult or an adventurer to jump to the bridgebecause the floor is broken at a 45° angle acing away rom it.I the adventurers decide to jump across the gap see rules or

     jumping (page 182 PH) and the description o the bridge. Ian adventurer lands on the bridge, it causes a 5-oot section

    to break away under them.

    11. ChasmTe cave-in opened a chasm under the castle, isolating thenorthwest corner o the dungeon. It also took with it some othe connecting corridors. Something dropped can’t be heardhitting the bottom.

    Te stone walls are shear and virtually devoid o any eaturethat could be used to climb. Tere are also sheets o icecovering large sections o the walls. A small amount o lightand snow is filtering down rom somewhere high above.

    Because o the condition o the walls it would require a DC30 Strength (Athletics) check to climb.

    12. Ice BridgeOver the years afer the cave in, a thin ice bridge ormedacross the chasm.

    9. Hall o AncestorsMonsters per character level:Level 3 = 1 Ghast (p. 148 MM) and 4 Skeletons (p. 272 MM)Level 5 = 1 Ghast and 8 Skeletons

    Tis room acts as a tomb or the queens o the past. Both

    doors to this room are made o stone but are well balancedso they can be opened easily without a strength check. AGhast and a group o Skeletons guard this room and willimmediately attack anyone who enters.

    Upon entering the room, you can see the ceiling is vaultedand carved entirely o ice. Te walls are plain and carved outo stone. Te dominant eature o the room is five sarcophagimade o ice. Remains can be seen in our o the sarcophagibut the fifh is empty. On the west wall, at the head o eachsarcophagus, hangs a tapestry with a portrait o the ice queenentombed within, along with her name and the dates shelived. One thing that stands out in the portraits is that all the

    queens have piercing blue eyes.

    In this room our witch queens o the past can be seenthrough the rosted ice o their magically sealed sarcophagi.Below are the names o the queens, the dates each lived(Cyrene’s portrait has no deceased date) and a physicaldescription. Te dates can be modified at the GM’sdiscretion to fit any campaign setting.

    All the queens have extremely pale, almost white, skin.Tey’re all wearing dark eye makeup that accentuates theirpale blue eyes and either dark-colored or red lipstick. Tey’reeither sitting in or standing near an ornate throne o ice.

    Tree items can be seen repeated in all the portraits: a crownthat looks like it’s made o ice, a staff with a pale blue gem atthe top, and a ring with three sapphires.• Cyrene Verglas (1174 - ) – In her portrait Cyrene is

    standing next to the throne. She has thick, wavy auburnhair that’s loosely gathered in back. She’s wearing close-fitting dark green robes with gold buttons down the ront,gold stitching and a ox ur hood and trim. Her amiliar, asnow leopard, is pictured with her.

    • Nissa Verglas (1081 - 1174) – Nissa looks very relaxedas she sits with her legs crossed on the ice throne. She’sholding the white staff in her right hand and her exceedinglong thick red hair is arranged a large braid that alls overher right shoulder. Her dark red dress has gold clasps,a dark gray ur hood and trim. She’s pictured with heramiliar, a winter wol.

    • Morgana Verglas (993 - 1081) – Morgana is sitting on thethrone with her legs crossed, revealing high black leatherboots beneath black robes with silver buttons, lined withwhite ur. She has long, black hair with a silver streak inher bangs. Her hair is lef loose in the ront and braidedinto a thick braid the back. Perched on her arm is heramiliar, a snowy owl.

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    16. Passageway Opening Te passageway ends abruptly as it opens into the chasm.Use the description o the chasm (number 11) to describewhat the adventurers see.

     At the end o the short corridor to the north the passageway

    opens into nothing. A small gold idol lies at the edge o theabyss as i someone dropped it as they ell.

    While the idol is in someone’s possession they can’t berightened or charmed. Te idol is made in the image oObad-hai, God o nature and wilderness (750 gpv). Te idolrequires attunement.

    17. Ritual Pool RoomMonsters per character level:Level 3 = 1 Water WeirdLevel 5 = 2 Water Weirds (p. 299 MM)

    A Water Weird (or Water Weirds) lurk in the pool waitingto attack intruders. Both the south and west entrances to theroom have no doors but archways at their entrances.

    In the middle o the room there’s a 15 by 25-oot pool with 5 eet between the pool and the walls. Te edge o the pool is2-eet tall and made o stone covered with ice. Carved into theice that makes up the walls are sculptures in relie o dragonturtles, dragons, elementals, ice gods and ships. A vaultedceiling reaches a height o 20-eet in the middle o the room.Te pool itsel isn’t rozen, as would be expected, but is ull odark calm water.

    Te Water Weird will attack i the adventurers bend over toinvestigate the water or i they disturb the water’s surace. Ithe adventurers simply try to walk or sneak past the pool theghost o the queen loosens a small piece o the ceiling thatdrops into the pool alerting the Water Weird.

    18. Door with a Frost Spray rapA 2-oot square floor pressure plate located on the east sideo the doorway below the lock activates the trap.

     Approaching the door, you see that it’s ajar. Carved in thekeystone above the door, acing east, is a small gargoyle head.

    Frost Spray emanates rom a vent in the mouth o a gargoylecarved into the keystone above the door. All ll targets withina 20 f. cone take 5 (2d10) cold damage; passive Wisdom(Perception) check to notice without searching DC 20;Wisdom (Perception) to detect i actively searching DC 15;Dexterity (Acrobatics) DC 15 avoids; Dexterity (Sleight oHand) to disable DC 15. rap resets when pressure plate isreleased.

    Te tunnel opens into the chasm and a narrow bridge abouttwo eet wide made entirely o ice spans the gap. Te bridgehas a thin layer o snow covering it.

    Te bridge should be considered difficult terrain andanyone attempting to move aster across it must make a DC

    15 Dexterity (Acrobatics) check or all prone. Te bridgemakes cracking noises whenever a medium sized adventurercrosses. Te bridge will only hold a maximum o 230 lbs. orit collapses. As the last adventurer is crossing over the bridgeit collapses behind them.

    13. Stairs DownJust beyond the bridge, stone stairs lead arther down intothe dungeon.

    14. Door with a Guillotine Blade rapTe wooden door is locked. It would require a DC 20Strength check to orce open and has an AC 15 and HP 12.

    o pick the lock requires a successul DC 15 Dexterity check.Each ailed attempt to pick the lock results in a 10-minutetime delay.

    I the adventurers step through the door there’s a 2-ootsquare floor pressure plate located on the north side o thedoorway in the middle o the opening that activates the trap.

    A guillotine blade drops rom above. Te blade has a +8melee AB and deals 5 (2d10) slashing damage; passiveWisdom (Perception) check to notice without searching DC20; Wisdom (Perception) to detect i actively searching DC15; Dexterity (Acrobatics) DC 15 avoids; Dexterity (Sleighto Hand) to disable DC 15. rap resets when pressure plate isreleased.

    15. Pool AntechamberTe wooden door in the northeast corner o the room islocked. It would require a DC 20 Strength check to orceopen and has an AC 15 and HP 12. o pick the lock requiresa successul DC 15 Dexterity check. Each ailed attempt topick the lock results in a 10-minute time delay. Te otherdoorway in the north wall has no door, only an arch.

    Skulls encased in ice line the walls rom floor to ceiling in

    this room. Te ceiling is carved stone and low, only abouteight eet high. Tere are eight stone benches parallel withthe east and west walls, each 4-eet wide. A low murmuringcan be heard in this room, like voices chanting some sort oincantation.

    Tis room was used as a preparation room or those aboutto enter the Ritual Pool Room. What can be heard are theechoes o the voices o those preparing to perorm whateverrituals were carried out in the pool room.

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    portal stays open or one minute afer it’s activated and canbe passed through in either direction.

    21. Frozen Body Frozen like a statue in the south end o the room lays asoldier or adventurer covered with dust and rost, his body

    and ace contorted as i in pain. He’s wearing splint mail andhis short sword and spear are laying nearby, both o whichare rusted. Tere’s not much that can be ound on himexcept a gold signet ring (5gpv) and 6 gp, 7 sp and 20 cp.

    22. Partial BridgeTe tunnel opens into the chasm and the rock floor ormsa partial bridge across the opening. In the middle o thespan there is a 5-oot gap and what’s lef o the path tapersto a point on either side. I the adventurers decide to jumpacross the gap see rules or jumping (page 182 PH). Afereach adventurer jumps a 1-oot piece o rock breaks away oneither the near or ar side o the gap.

    I the adventurers look down, they can see a white staff islocated on a narrow ledge 100-eet below the partial bridgeon the east wall o the chasm. Te adventurers can see it ithey look down while at the partial bridge or i they lookdown into the chasm rom location number 30. It’s thequeen’s Staff o Frost (p. 202 DMG) and it landed there whenshe ell in battle during the great collapse. I they decide toretrieve it they can see that it’s a highly polished white staffwith a large pale blue gem set in the top.

    23. Stairs UpMonsters per character level:Level 3 = 5 SwarmsLevel 5 = 10 Swarms (p. 337 MM)

    Te stairs beyond the partial bridge lead up. Tere are ourlandings beore the stairs reach the top o the windingpassageway. In the middle section (where the number 23 islocated) the stairs have crumbled into rubble making theterrain difficult.

    Afer all the adventurers have lef the Partial Bridge and aremaking their way up the stairs they’re attacked by a Swarmo Bats.

    24. Frozen Body Frozen like a statue at the top o the stairs is a soldier oradventurer covered with dust and rost. Tis dwar is on hisknees with his shield raised and a look o ear on his ace. Inhis other hand is a battle axe and he’s wearing armor, both owhich are rusted. Tere’s not much that can be ound in hisweathered saddle bags except an old rusted lantern and 5 gp,11 sp and 33 cp.

    19. Door with a Frost Spray rapTe door is locked and a 2-oot square floor pressure platelocated on the north side o the doorway below the lockactivates the trap.

    When you arrive at the door you find that it’s locked. Carved

    in the keystone above the door, acing east, is a small gargoylehead.

    Frost Spray emanates rom a vent in the mouth o a gargoylecarved into the keystone above the door. All targets withina 20 f. cone take 5 (2d10) cold damage; passive Wisdom(Perception) check to notice without searching DC 20;Wisdom (Perception) to detect i actively searching DC 15;Dexterity (Acrobatics) DC 15 avoids; Dexterity (Sleight oHand) to disable DC 15. rap resets when pressure plate isreleased.

    Te door would require a DC 20 Strength check to orce

    open and has an AC 15 and HP 12. o pick the lock requiresa successul DC 15 Dexterity check. Each ailed attempt topick the lock results in a 10-minute time delay. Te ceilingis vaulted and carved entirely o ice and the wal ls are carvedstone.

    20. Portal RoomTis room contains an arch that’s a magical portal. Whenportal is activated it has the ability to transport anyone whowalks through it to the secret cipher room (room 25).

    Te walls o this room are made o hewn stone with nodecoration. Te ceiling is carved out o ice and is about 20 eet

    high at the apex. Tere are large cracks in the ceiling wherelarge columns o ice have ormed over the years, runningdown the walls like wateralls in suspended animation. Inthe center o the room is a raised, rectangular ice dais. Onthe dais is an arch, also made o ice, with no markings orsymbols. Te arch is large, about ten eet tall with an opening

     five eet wide.

    Te adventures must use some sort o magic to activate theportal. Examples are:• An Identiy spell reveals that it’s a portal activated by

    magic

    • Trusting a magic weapon through the opening• Using a Detect Magic spell on the arch will activate it• Any magic spell that can be used to cast something

    through the opening will activate the portal including:Flaming Sphere, Magic Missile, Fire Bolt, Ray o Frost, orany other at the GM’s discretion.

    Once the portal is activated the cipher room can be dimlyseen in the opening o the arch. Te adventurers must walkthrough the arch when it’s active to be transported. Te

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    be opened rom the inside. Each door is magically concealedand could only be detected with a Detect Magic spell. Oncesomeone is on the inside the doors can easily be opened byunlatching them.

    I the adventurers detect the door and then try to break it

    down each door has an AC 17 and HP60.

    26. Frozen Body Frozen like a statue in the middle o the corridor, with a looko surprise and ear on his ace, is a soldier or adventurercovered with dust and rost. He’s holding a long sword in hishand and wearing armor, both o which are rusted. Tere’snot much that can be ound in his pack either except a smallstrange looking doll, a 50-oot coil o help rope and 4 gp, 15sp and 19 cp.

    27. Prison CellTis is one o the small prison cells scattered throughout the

    dungeon where the queen would hold prisoners. Te dooris made o wood with a six-inch square window fitted withiron bars. Te door is also locked and would require a DC 20Strength check to orce open and has an AC 15 and HP 12.o pick the lock requires a successul DC 15 Dexterity check.

    Te prisoners are chained in the south end o the hallwayand wouldn’t be visible to anyone looking through thewindow on the door. Te adventurers would be able tosee empty sets o manacles hanging rom the walls whereother prisoners could be held. Tis is what they see i theadventurers enter the cell:

    In a narrow prison cell, the rozen skeletal remains o three prisoners are chained to the wall. Tey’re wearing nothingbut the remnants o tattered clothing.

    I the adventurers search the remains and succeed at a DC10 Wisdom (Perception) check they find that one o theprisoners has a gem in his pocket. Te gem looks like coal toanyone but the owner (50 gpv).

    28. Entrance ChamberMonsters per character level:Level 3 = 2 Dust Mephits and 2 Ice Mephits

    Level 5 = 5 Dust Mephits and 5 Ice Mephits (p. 215 MM)

    Tis chamber was once the entrance to the dungeon romthe castle above. Both doors o the entrance chamber hangunlocked rom their hinges. Each heavy iron door can bebarred shut rom outside the entrance chamber.

    Te room has masonry walls and floor and a vaulted ceilingthat reaches an apex at 20 eet. Larger than lie statueso emale warriors are carved in relie on the north wall.

    25. Cipher RoomTe only way to enter is through the magic portal in room15. When an adventurer is teleported to the room they landstanding on its west side with the floor puzzle between themand the iron door. A map o the room is included in themaps section.

    Upon entering the room, you get a clearer view o what yousaw in the ice portal. In the middle o the floor is a 15 by 20-

     oot grid o stone pavers, each with a letter carved into it. Terest o the room is airly nondescript. Te ceiling is masonryand has a slight arch to it, coming to a height o about 10 eetin the center. Te floor surrounding the grid with the lettersis stone. Tere are our braziers, one on each corner o thelettered grid. Te walls are masonry like the ceiling, except

     or the holes. Tere must be a hundred holes, all at differentlevels, lining the walls all around the room.

    Tis room is the entrance to the Queen’s Chamber and is

    not on the player’s map. Te room has three doors, two owhich are secret doors, that can only be opened rom insidethe room. Te third door on the east wall that leads to theQueen’s Chamber is made o iron and has no visible lock.

    I the adventurers want to open the door they must solve thepuzzle in the middle o the floor and then step on each letterin the correct order. Each letter is a floor-pressure plate thatdepresses slightly when stepped on.

    Te puzzle is a transposition cipher that reads “Beware theblue eyes o the ice queen.” By starting the southwest cornero the grid the letters will spell the message i read starting

    rom that corner heading east.

    I the letters aren’t pressed in the right order or i the irondoor is tampered with it will trigger an arrow trap.

    Arrow rap: Te walls are l ined with holes, which are portsor the arrow trap. wo arrows are released rom holesin the wal l each time an incorrect combination o threeletters is pressed. Four arrows will fire at anyone who triesto tamper with the queen’s iron door. Arrows +5 ranged;3 (1d6) piercing damage each; Wisdom (Perception) todetect i actively searching DC 15; Dexterity (Acrobatics)DC 20 avoids; Dexterity (Sleight o Hand) to disable DC 25,although disabling the device would mean the door wouldn’topen. Te trap resets when the pressure plates are released.

    Beyond the iron door a stone staircase winds down toanother unlocked wooden door to the queen’s chamber.

    Te secret doors on the west side o the room are made ostone to look just like the walls o the passageway on theoutside so they’re almost impossible to detect and can only

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    Realms). Tis can also be any God or Goddess o ice orwinter that fits into an existing campaign. Te six-pointedsnowflake on the floor is her symbol. At the GM’s discretion,an Intelligence (Religion) can be made to reveal the identityo the Goddess and her symbol to the adventurers. Tegoblet has a value o 600 gp and the ivory statuette 250 gp.

    I the adventurers touch anything that’s on the a ltar theybegin to hear ghostly chanting that gradually increases in volume until it becomes maddening. I they leave the room itstops and doesn’t start when they re-enter, unless they touchsomething on the altar again. I they take any o the objectsthe chanting continues as long as they possess it.

    32. Frozen Body Sitting on one o the stone benches in the north end o theroom is a rozen soldier or adventurer covered with dust androst. He’s looking up and his ace has a look o resignationon it. He’s carrying a long sword that still in it’s sheath andwearing chain mail, both o which are rusted. His helmet

    appears to be o quality and is still in good condition. It’smasterwork and gives the wearer a +1 to AC. Tere’s notmuch more that can be ound on him except a map case withthree moth-eaten maps and a pouch containing five six-sided dice, 7 gp, 5 sp and 10 cp.

    33. Arrow rapTe arrow is released rom the mouth o a relie sculptureo a screaming gargoyle on the west wall o this shorthallway. A 2-oot square pressure plate in the middle othe floor on the east end o the hallway activates the trap.Arrow +5 ranged; 3 (1d6) piercing damage; passive Wisdom(Perception) check to notice without searching DC 20;Wisdom (Perception) to detect i actively searching DC 15;Dexterity (Acrobatics) DC 15 avoids; Dexterity (Sleight oHand) to disable DC 15. rap resets when pressure plate isreleased.

    34. Stairs UpHere a long flight o slightly crumbled stone stairs lead up.

    35. AlcoveA statue o Bane, God o yranny (Forgotten Realms), sitsin this alcove. Tis can also be any God or Goddess o ice orwinter that fits into an existing campaign.

    Te statue in this alcove is obviously o a God and not thecarving o a gargoyle. It’s a little larger than lie-sized, about8 eet tall and carved entirely o black marble except or theeyes. A pair o large amethyst eyes stare rom the darkness.

    At the GM’s discretion an Intelligence (Religion) can bemade to reveal the identity o the God to the adventurers.Te amethysts are worth 100 gp each.

    Te walls and ceiling in southwest corner o the room havelarge cracks, making them look unstable. Te stairs in thesouthwest corner o the room once led to the castle above butare now blocked by rocks and ice. Rocks and ice also litter the

     floor at the base o the stairs, making a 20-oot square sectiono floor in the corner o the room difficult terrain.

    A group o Mephits that wander the dungeons enter andattack the adventurers while they’re investigating theentrance chamber.

    29. Iron DoorI the adventurers open this door they eel a slight updraf.Roll or a random sight or sound here.

    30. Passageway Opening Te passageway ends abruptly as it opens into the chasm.Use the description o the chasm (number 11) and the bridge(number 22) to describe what the adventurers see.

     About 25-eet straight ahead and 30 or 40-eet below, a partial bridge o stone can be seen in the dim light.

    While you’re looking down at the partial stone bridge, theauburn-haired ghost appears rom the corridor on the east.When she reaches the middle o the gap, and is standing inthin air, she stops and looks up at you, giving you an evilsmile beore turning and disappearing to the west. Afer she’s

     gone her high-pitched laughter can be heard echoing throughthe chasm.

    See number 22 or the location and description o the whitestaff.

    31. Worship ChamberTe east and west entries have wooden doors that are locked.Each door would require a DC 20 Strength check to orceopen and has an AC 15 and HP 12. o pick the lock requiresa successul DC 15 Dexterity check. Each ailed attempt topick the lock results in a 10-minute time delay.

    Tis room appears to be some sort o worship chamber.Tere’s a raised dais on the south side o the room with alarge statue o a Goddess made entirely o ice. In ront o the

    statue is altar, also made o ice. Tere are six stone benchesarranged in two rows in ront o the dais and a six-pointedsnowflake is carved in the floor.

    On the altar is an obsidian goblet with six pieces o jadearound the base and a carved ivory statuette o the sameGoddess depicted by the large statue.

    Te statuette and the statue in the room are o the GodAuril, the neutral evil Goddess o Winter (Forgotten

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    39. Prison CellTis is one o the small prison cells scattered throughout thedungeon where the queen would hold prisoners. Te dooris made o wood with a six-inch square window fitted withiron bars. Te door is also locked and would require a DC 20Strength check to orce open and has an AC 15 and HP 12.

    o pick the lock requires a successul DC 15 Dexterity check.

    Te prisoners are chained along the east-west section ohallway and wouldn’t be visible to anyone just lookingthrough the window on the door. Tis is what they see i theadventurers enter the cell:

    Te rozen skeletal remains o nine prisoners are chainedto the wall in this hallway. Tey’re wearing nothing but theremnants o tattered clothing.

    I the adventurers search the remains and succeed at a DC10 Wisdom (Perception) check they find the ollowing items

    on the prisoners: a wol tooth on a leather cord, a small goldorb that has a spell written on it in Draconic (5gpv) and anelectrum spoon with a copper inlay o the letters A and S(1gpv).

    40. Armory Te north and west entries have strong wooden doors thatare locked. Each door would require a DC 25 Strength checkto orce open and has an AC 15 and HP 20. o pick the lockrequires a successul DC 20 Dexterity check. Each ailedattempt to pick the lock results in a 15-minute time delay.

    Tis room looks like an armory and is small and plain, with

     plain hewn stone walls and a low ceiling. Tere are woodenweapon racks arranged around the room holding weaponsand armor that still look useul.

    Te room contains gear once used by the soldiers and guardso the castle. Te armory contains the ollowing weaponsand gear:• 2 - long swords• 2 - short swords• 1 - hand and a hal sword• 4 - wooden shields• 1 - tower shield

    • 3 - long spears• 2 - short spears• 2 - heavy crossbows with 10 bolts each• 2 - chain shirts (medium)• 1 - quiver with 30 +1 arrows

    41. Frozen Body Just outside the west door to the armory lays a rozen soldieror adventurer covered with dust and rost, his body and acecontorted as i in pain. He’s wearing armor that is rusted

    36. Prison CellTis is another one o the small prison cells scatteredthroughout the dungeon. Like the other cells the door ismade o wood with a six-inch square window fitted withiron bars. Te door is also locked and would require a DC 20Strength check to orce open and has an AC 15 and HP 12.

    o pick the lock requires a successul DC 15 Dexterity check.

    Te prisoners are chained in the south end o the hallwayand wouldn’t be visible to anyone looking through thewindow on the door. Te adventurers would be able tosee empty sets o manacles hanging rom the walls whereother prisoners could be held. Tis is what they see i theadventurers enter the cell:

    In a narrow prison cell, the rozen skeletal remains o three prisoners are chained to the wall. Tey’re wearing nothingbut the remnants o tattered clothing.

    I the adventurers search the remains and succeed at a DC10 Wisdom (Perception) check they find the ollowing itemson the prisoners: a set o pan pipes made o bone and an old,ragged handkerchie that when unolded turns into a llamaur hat (5gpv).

    37. Stairs DownMonsters per character level:

    Level 3 = 6 ZombiesLevel 5 = 7 Zombies and 1 Ogre Zombie (p. 316 MM)

    Te stairs beyond the ritual chamber lead down. Tereare three landings beore the stairs reach the bottom o

    the winding passageway. In the middle section (where thenumber 37 is located) the stairs have crumbled into rubblemaking the terrain difficult.

    Afer all the adventurers have lef the Ritual Chamber andare making their way down the stairs they’re attacked byZombies. When the zombies attack the auburn-haired ghostappears inside the doorway at the top o the stairs. She givesthem a sinister smile and door slams shut. Te door is nowstuck shut and would require a DC 20 Strength check toorce open and has an AC 15 and HP 12.

    38. GarderobeTis room was once a toilet room. It has a plain, unlockedwooden door. Poison gas emanates rom the room whenthe door is opened. Te gas effects all targets within a 10f. square area, anyone in the area must succeed a DC 14constitution saving throw or take 2d10 poison damageand be poisoned or 10 minutes. Te gas dissipates afer 1minute, but, until then anyone ending their turn in the 10-oot area must repeat the saving throw.

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    and useless but near his body is a sword with pale blue gemsin the hilt that looks special. It has runic letters on the bladethat name it Gleich. When using this weapon against a oewith an evi l alignment it has a +2 AB and i the target ishit it takes an extra 1d6 o slashing damage. Tis weaponrequires attunement (1,200 gpv). Tere’s not much more that

    can be ound on him except a stone amulet with a tiger’simage on it and 4 gp, 10 sp and 26 cp.

    A page with a drawing o the sword is provided at the end othe maps section o this document.

    42. StoreroomMonsters per character level:

    Level 3 = 1 MimicLevel 5 = 1 Mimic (p. 220 MM)

    Te wooden doors on the north and south side thestoreroom are unlocked. In the storeroom o the dungeon

    there are many supplies that have been there or a long time,possibly generations. Te room’s walls and ceiling are hewnstone. Te room contains:• Wooden shelves against the north and south walls with

    earthenware jars o rozen canned ood in them and a ewloaves o rozen bread.

    • en empty barrels stacked against the west wall – Tebarrels are all partially ull o wine, cider, ale, etc., all owhich is rozen.

    • Bags o rozen grain, flour and beans scattered on the floorbetween the barrels and the north shelves and along theeast wall on either side o the barrel (Mimic).

    • A large trunk with our wool cloaks, five wool blankets,

    and three pairs o gloves inside.• A Mimic disguised as a barrel sits waiting upright against

    the east wall o the room.

    43. Vestment RoomIn the vestment room there’s a metal bar extending romone end o the room to the other with a ew old chasubleshanging rom it. It also contains a small dresser with whatlooks like a ceremonial helm sitting on top o it. Te helm ismade o steel and is set with gems o turquoise and smokygray quartz (360 gpv). Te dresser is unlocked and containsa silver circlet set with our aquamarines so light in color

    they are almost clear (2,500 gpv) and a silvered dagger setwith azurite (750 gpv).

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    5. Desk Located on the queen’s desk, along with a candle holder,some papers and other books, is a log book chronicling themost recent history o the castle is. Te final entry reads:

    Cursed raiders! Tey’ve entered the castle! I thought we

    were winning and holding them at bay, then this morningsomething changed. Teir wrath seems redoubled, like they’ve gone mad. Tey’re also showing an amazing resistance to earin the ace o my undead warriors. Tere’s no more time towrite now. I think I hear them in the dungeon! 

    6. CouchTere is a couch acing the queen’s desk. It has a woodenrame with stuffed cushions on the seat.

    7. Shelves (west wall)Next to the west wall there are two shelves, the right isa bookshel. Along with many other books on the shel

    there’s a series o books that are dated and arranged inchronological order. I they adventurers investigate thebooks they find they contain a record o the history o thecastle kept through the ages by the queens themselves.

    I the adventurers take some time to read through some othe log books they learn the ollowing inormation about thecastle’s history:

     Many years ago, during Queen Morgana’s rule, soldierstraveling to a Great War attacked the ice castle in hopeso unseating the queen and opening the route across themountains. Tough their attempt was unsuccessul and thequeen continued to rule, the castle was damaged, her armywas destroyed, and she was seriously wounded.

     Afer the attack she considered her chambers in the maincastle vulnerable and decided to move her chamber to thedungeon beneath the castle and designed an elaborate entrysystem to protect hersel rom intruders i another attack wereto occur.

     Many years later, Queen Cyrene, granddaughter o Morganaruled as last in the line o the powerul witch queens. Whenshe was 35 years old she died during a great battle when a

    war band o hobgoblin and bandit raiders attacked the castle.During the final battle with the raiders the queen used a powerul magic spell , devised by her ancestors, to cause amassive cave in. Te event was so violent it caused the castleto all into ruin and a chasm o unknown depth to open in thedungeons. During the event the queen, all o her enemies, andmost rom her own army were consumed and never seen aliveagain.

    Behind the right bookshel is a secret door that leads to the

    The Queen’s Chamber

     T

    he room at the bottom o the stairs, beyond theiron door in the Cipher Room, is the Queen’sChamber. Te room is richly urnished and thereare many treasures to be ound. Along with a

    hoard o coins, jewelry, and gems there are a ewpowerul magic heirlooms that were once wielded by thequeen and her ancestors. A map o this room is included inthe maps section.

    Monsters per character level:Level 3 = 1 Ghost (see the NPC section or statistics)Level 5 = 2 Ghosts

    Tere’s a large fireplace with an iron cauldron set in theeast wall. Te chamber is ull o urniture and the queen’s

     possessions, including her our-poster bed, nightstand,

    bookshelves lined with books, a vanity and chair, a ull-lengthmirror, three wardrobes, two screens to partition the room,large tapestries, braziers, a large bird cage, a large woodenchest, a couch and a desk and with a chair.

    When an adventurer touches any o the queen’s possessionsQueen Cyrene’s ghost appears through the ceiling o theroom and finally attacks the adventurers directly. She’sangry that they were able to make it through the dungeonand find their way to her secret chamber. For fifh leveladventures the ghost o Queen Nissa will also appear andattack afer the first round o combat with Queen Cyrene’sghost.

    1. EntranceTe entrance into the chamber is flanked by two braziersand two tapestries on the walls.

    2. Bookshelves (southeast wall)Tis bookshel contains books on herbology, languages,chemistry, spell craf, legends, arcana, lore, history, etc. Weleave it to the GM’s discretion as to any specific titles thatcan be ound.

    3. Large Rug Tere’s a large wool rug under the queen’s desk with asnowflake design in tones o blue.

    4. FireplaceTe queen’s fireplace is large, about 10 eet wide with aniron cauldron hanging rom a large iron hook. Te hookis ashioned in such a way that the cauldron can easily beswung in and out o the fire. Te cauldron has some crust inthe bottom that looks like something was lef in it and thendried long ago. Te fireplace is also flanked by two braziers.

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    13. Four-poster BedTe queen’s bed is a large our-poster the has a canopyembroidered with snowflakes o various sizes.

    14. Large Chest

    At the oot o the queen’s bed is a large iron-bound woodenchest. o pick the lock requires a successul DC 20 Dexteritycheck. Each ailed attempt to pick the lock results in a15-minute time delay. Te chest contains a treasure hoardper character level:• Level 3 = Coins: 21 pp, 842 gp, 114 ep, 561 sp, and 787 cp.• Level 5 = 72 pp, 1,923 gp, 284 ep, 8,134 sp, 993 cp.

    A wooden box within the chest contains the queen’s jewelry.It contains a platinum ring with three sapphires set into it.Te ring is cold to the touch and has patterns o ice coveringits surace. Te ring is a Ring o Resistance to Fire (p. 192DMG). It also contains the ollowing items per character

    level:• Level 3 = A white gold necklace with a Peridot pendant

    (700 gpv), a silver bracelet with a Carnelian stone (100gpv), a gold ring set with a Black Pearl (200 gpv).

    • Level 5 = Everything rom level three plus a pair o goldearrings with Chrysoprase stones (150 gpv), a platinumnecklace with a Citrine pendant (150 gpv), a gold necklacewith a Jasper pendant (100 gpv), a pair o white goldearrings with Moonstones (75 gpv), a gold necklace witha Sardonyx pendant (100 gpv), a white gold bracelet witha Star Rose Quartz (75 gpv), a platinum ring with a BlackZircon stone (150 gpv).

    15. Night StandNear the queen’s bed there’s a night stand with a candle anda ew random books.

    16. BirdcageNear the queen’s bed there’s a gold plated bird cage withelectrum filigree (250 gpv). Te bird cage first belonged toSabine and was used or her raven and the used later byMorgana or her snowy owl.

    exterior o the castle. o reveal the door, the bookshel canbe pushed to the right and slides easily on hidden rollers.Trough the dust on the floor there are two marks that givea clue to the door’s existence. Tey can be seen with a DC 12passive Wisdom (Perception) check. I someone is activelysearching the area, the marks can be seen with a DC 8

    Wisdom (Perception) check. Te marks are about 3 eet long,spaced evenly apart and are parallel to the wall.

    Te lef shel contains some books but also has a number ocontainers o various sizes. Te shel contains some itemsper character level:• Level 3 = Containers ull o spell components that are still

    usable and a Potion o Greater Healing (p. 187-188 DMG).• Level 5 = Containers ull o spell components that are still

    usable, Potion o Poison (p. 188 DMG), Potion o GreaterHealing (p. 187-188 DMG), Dust o Dryness – 9 pinches (p.166 DMG), Level 3 Spel l Scroll – Sleet Storm (p. 200 DMG).

    8. Privacy ScreensTere are two screens that separate the queen’s bedroomarea rom the rest o the chamber. Te screens areconstructed o a wooden rame with stretched abric.

    9. Full-length MirrorTe queen’s ull-length mirror has an ornately carvedwooden rame.

    10. Small Rug Tere’s a smaller wool rug near the queen’s bed that also hasa snowflake design in tones o blue.

    11. WardrobesTe queen has three wardrobes ul l o clothing. I searchingthrough the clothes, there are only two things that havesurvived in tact, a black silk robe with gold embroidery (250gpv) and a black cloak stitched with shiny blue thread that’sslightly translucent (25 gpv).

    12. Vanity Te queen’s vanity has a mirror and many other thingsyou’d typically see on a woman’s dressing table. Tere’s alsoa black marble mannequin head that holds a crown madeo crystal that looks like ice. It’s the queen’s Crown o Ice

    (properties like Boots o the Winterlands p.156 DMG). Te vanity drawer also contains some items per character level:• Level 3 = A black velvet mask stitched with blue shiny

    thread (5 gpv).• Level 5 = A black velvet mask stitched with blue shiny

    thread (5 gpv), a gold locket with the image o Queen Nissainside (25 gpv), a silk handkerchie that’s embroidered withthe initials CV (25 gpv), and a silver necklace with a blackpearl (250 gpv).

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    ConclusionAfer their encounter in the Queen’s Chamber theadventurers will likely want to spend some time searchingor treasure. During their search they should be able to findthe way out through the secret door behind the bookshel inthe west wall.

    Tey can also be allowed a short rest in the queen’s chamberbut should be given the sense that they shouldn’t lingerbecause they may be attacked by the ghosts o the otherqueens. Te ghosts o the older queens are less powerul (seeNPC statistics) but will attack the adventurers i the staytoo long. When fighting, the less powerul ghosts will makegood use o their incorporeal movement by attacking andretreating instead o just standing to fight. Te ghosts canalso use their powers to cause things to happen to annoythe adventurers while they’re in the queen’s chamber. Teycan loosen stones in the ceiling to drop on them, put outtheir fires, wake them when they’re trying to rest by talkingloudly, laughing, screaming, etc.

    Beyond the secret door, stairs wind their way up to a doorin the side o the mountain. Te door is made o stone butis well balanced so it can simply be pushed open. Overtime some ice and snow has accumulated outside the door,making it somewhat harder to open then it normally wouldbe, but can be opened airly easily with a DC 10 Strengthcheck. I they simply let the door close behind them itmagically blends in with the surrounding rock and has no

     visible latch, keyhole or handle.

    When the adventurers exit they find themselves on the other

    side o the mountain. Te path leading down can be seen ashort distance away. On their way down they see yeti tracksand hear howling ar in the distance once or twice. Furtherdown the trail they see an elk carcass with yeti tracks allaround.

    Hopeully they find their way to the nearby town withoutany urther delays.

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     The possession last until the body drops to zero hit points, the

    ghost ends it as a bonus action, or the ghost is turned or forced

    out by an effect like the Dispel Evil and Good spell. When the

    possession ends, the ghost reappears in an occupied space within

    5 feet of the body. The target is immune to this ghost’s Possession

    for 24 hours after succeeding on the saving throw or after thepossession ends.

    Chilling Gaze: The ghost targets one creature it can see within 30

    feet of it. If the target can see the ghost, the target must succeed

    on a DC 15 Constitution saving throw against this magic or take

    10 (3d6) cold damage and then be paralyzed for one minute,

    unless it’s immune to cold damage. The target can repeat the

    saving throw at the end of each of its turns, ending the effect on

    itself on a success. If the target’s saving throw is successful, or if

    the effect ends on it, the target is immune to the chilling gaze of

    the ghost for one hour.

    p. 147 MM (modified)

    Older Ghost Queens (Ghost)Medium Humanoid (human), Lawful Evil 

    Armor Class: 11

    Hit Points: 23 (5d8)

    Speed: 0 ft., fly 40 ft.

      Str Dex Con Int Wis Cha

      7 (-2) 13 (+1) 10 (0) 14 (+2) 12 (+1) 17 (+3)

    Damage Resistance: acid, fire, lightning, thunder, bludgeoning,

    and slashing from non-magical weapons

    Damage Immunities: cold, necrotic, poisonCondition Immunities: charmed, exhaustion, frightened,

    grappled, paralyzed, petrified, poisoned, prone, restrained

    Senses: darkvision 60 ft., passive Perception 9

    Languages: any languages it knew in life

    Challenge: 2 (550 XP)

    Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane

    when it’s on the Material Plane and vice versa.

    Incorporeal Movement. The ghost can move to other creatures

    and objects as if they were difficult terrain. It takes 5 (1d10) force

    damage if it ends its turn inside an object.

    ActionsWithering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one

    target. Hit: 17 (4d6 + 3) necrotic damage.

    Etherealness: The ghost enters the Ethereal Plane from the

    Material Plane, or vice versa. It is visible on the Material Plane

    while it’s in the Border Ethereal, and vice versa, yet it can’t affect

    or be affected by anything on the other plane.

    Horrifying Visage: Each non-undead feature within 60 feet of

    Monsters & NPCs

    Ghosts of Queens Cyrene and Nissa (Ghost)Medium Humanoid (human), Lawful Evil 

    Armor Class: 11

    Hit Points: 45 (10d8)

    Speed: 0 ft., fly 40 ft.

      Str Dex Con Int Wis Cha

      7 (-2) 13 (+1) 10 (0) 14 (+2) 12 (+1) 17 (+3)

    Damage Resistance: acid, fire, lightning, thunder, bludgeoning,

    and slashing from non-magical weapons

    Damage Immunities: cold, necrotic, poison

    Condition Immunities: charmed, exhaustion, frightened,

    grappled, paralyzed, petrified, poisoned, prone, restrained

    Senses: darkvision 60 ft., passive Perception 9

    Languages: any languages it knew in life

    Challenge: 4 (1,100 XP)

    Ethereal Sight. The ghost can see 60 feet into the Ethereal Planewhen it’s on the Material Plane and vice versa.

    Incorporeal Movement. The ghost can move to other creatures

    and objects as if they were difficult terrain. It takes 5 (1d10) force

    damage if it ends its turn inside an object.

    ActionsWithering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one

    target. Hit: 17 (4d6 + 3) necrotic damage.

    Etherealness: The ghost enters the Ethereal Plane from the

    Material Plane, or vice versa. It is visible on the Material Plane

    while it’s in the Border Ethereal, and vice versa, yet it can’t affect

    or be affected by anything on the other plane.

    Horrifying Visage: Each non-undead feature within 60 feet of

    the ghost that can see it must succeed on a DC 13 Wisdom saving

    throw or frightened for one minute. If the save fails by five or

    more, the target also ages 1d4 x 10 years. A frightened target can

    repeat the saving throw at the end of each of its turns, ending

    the frightened condition on itself on a success. If a target’s saving

    throw is successful for the effect ends for it, the target is immune

    to this ghosts Horrifying Visage for the next 24 hours. The aging

    effect can be reversed with a Greater Restoration spell, but only

    within 24 hours of it occurring.

    Possession (recharge 6): One humanoid at the ghost can see

    within 5 feet of it must succeed on a charisma saving throw orbe possessed by the ghost; the ghost then disappears, and the

    target is incapacitated and loses control of its body. The ghost

    now controls the body but doesn’t deprive the target awareness.

     The ghost can’t be targeted by an attack, spell, or other effect,

    except ones that turn undead, and it retains its alignment,

    Intelligence, Wisdom, Charisma, and immunity to being charmed

    and frightened. It otherwise uses the possessed targets statistics,

    but doesn’t gain access to the target knowledge, class features, or

    proficiencies.

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    the ghost that can see it must succeed on a DC 13 Wisdom saving

    throw or frightened for one minute. If the save fails by five or

    more, the target also ages 1d4 x 10 years. A frightened target can

    repeat the saving throw at the end of each of its turns, ending

    the frightened condition on itself on a success. If a target’s saving

    throw is successful for the effect ends for it, the target is immune

    to this ghosts Horrifying Visage for the next 24 hours. The aging

    effect can be reversed with a Greater Restoration spell, but only

    within 24 hours of it occurring.

    p. 147 MM (modified)

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    Hall of AncestorsHall of 

    Ancestors

    WorshipChamber WorshipChamber 

    ArmoryArmoryStoreroom Storeroom 

    EntranceChamber EntranceChamber 

    Ritual Pool Room 

    Ritual Pool Room 

    Player’s Map

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    one square = 5 ft 

    Room 25

    Enlarge 133% for 1" grid

    N  S

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    one square = 5 ft 

    Room 25

    Enlarge 133% for 1" grid

    N  S

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    one square = 5 ft 

    Queen’s ChamberEnlarge 133% for 1" grid

    N  S

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    one square = 5 ft 

    Queen’s ChamberEnlarge 133% for 1" grid

    N  S

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    Weapon: LongswordDamage: 1d8 (1d10) slashingWeight: 3 lbs.

    e sword is a masterworkweapon with a +2 attack bonus

    against all enemies. Plus it carriesa magic enhancement bonus of

    an extra +1d6 points of slashingdamage. e sword has runes on

    the blade that bear its name.

    longswordGleich

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    Slipping into a crevasse while crossing ahigh mountain pass provides an

    unexpected entrance to a lost dungeon.

     An Adventure to be played using rules

    from the fifth edition of the world’s most popular roleplaying game.

    Dungeons of Ice Dungeons of Ice