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CONTENTS
4 MENACE OF THE
ICY SPIRE
By Sean Molley
New to Loudwater, the heroes
learn of a tower locked in
ice in the nearby wilderness.
Traveling there, they discover
that the tower’s master left
many surprises behind for the
unwary. A FORGOTTEN REALMS ®
adventure for 1st-level PCs.
56 THE LOST MINE OF KARAK
By Greg Vaughan
ON THE COVER
Illustration by Wayne Reynolds
23 THE ZIGGURAT BEYOND TIME
By David Noonan
Rising from the surface of
a massive lake, an ancient
ziggurat travels through
time for purposes unknown.
It’s up to the characters to
enter this strange relic and
discover what dark threat
the structure poses. An
adventure for 21st-level PCs.
3 EDITORIAL
A Scales of War Adventure Path
adventure. The PCs must travel to the
long-lost mine of the Karak family of
Overlook, in the hopes of securing a
steady supply of ore for the town’s needs
in this time of war. But once there,
they discover that another party has
also discovered the mine, with much
more nefarious purposes in mind. An
adventure for 6th-level PCs.
94 DUNGEONCRAFT
By James Wyatt
97 SAVE MY GAME
By Stephen Radney-MacFarland
DUNGEONS & DRAGONS, D&D, D UNGEON , D RAGON , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod-
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This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
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Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.A. ©2008 Wizards of the Coast, Inc.
No portion of this work may be reproduced in any form without written permission. For more DUNGEONS & DRAGONS
articles, adventures, and information, visit www.wizards.com/dnd
CO N T E N T S
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The Heights of Villainy
EDITORIAL
159
DUNGEON
October 2008
Editor-in-Chief
Chris Youngs
After several weeks away from my regular DMing duties, I finally got a chance to jump back behind the
screen recently, and was immediately reminded why I enjoy D&D so much. I mean, the power, right?
Okay, I kid (mostly), but wow, did I have fun. I can partly attribute this to the break, and partly to the
ease with which 4th Edition games move, but whatever the cause, it was great to get back in the saddle.
Senior Art Director
Stacy Longstreet
Web Specialist
Chris Sims
Web Production
Bart Carroll, Steve Winter
At last week’s game, the characters had the opportunity
to fight one of the adventure’s main villains. He was really
tough, the fight was long, and by the end, the players hated
this guy. I started to ref lect on why the players responded
so viscerally to this villain. What about him got under
their skins? And I realized that, in this case, I’d used one
of my favorite villain tricks to make this particular bad
guy more hateful. Several times during the fight, I’d have
him pointedly call out one of the heroes on the battle-
field. I’d slip into first person mode—something I’m not
as prone to do when I’m playing, but much more likely to
do as a DM—and I’d point at a character’s player, and tell
them, “You’re next,” or something to that effect. Of course,
this was most effective when he’d just dropped someone,
which happened a few times. Calling the characters out
brought the energy up, made the fight memorable, and got
me thinking about other ways you can make a boss fight
the stuff of legend.
off a good, unsuspected betrayal, your players will never
forget that moment . . . or that villain.
Graphic Design
Shauna Wolf Narciso
Contributing Authors
Sean Molley, David Noonan,
Hit ’em Where it Hurts. Steve points out that the
Ravenloft ® setting had some of the best advice on
villains. Ever. “There’s a reason why the villain is called
‘master.’ He’s in charge. He’s calling the shots. He knows
about the heroes through his spies, informants, guards,
and scrying. He knows what they’re up to and is almost
always a step ahead of them. He doesn’t wait to be
attacked, he carries the fight to the enemy and hits them
when they’re weak. He doesn’t crush them with a single
blow but delivers ‘the death of a thousand cuts’ (because
making the players feel helpless and then prolonging
their agony is the best).” If every time the characters turn
around, a villain has taken something from them—an
NPC they cared about, captured a city they’d just left off
defending—when they finally get to face him, they won’t
be able to restrain themselves from bringing the hurt.
Stephen Radney-MacFarland,
Greg Vaughan, James Wyatt
Developers
Mike Mearls, Stephen Radney-
MacFarland, Peter Schaefer
Editors
Miranda Horner, Gary Sarli
Cover Artist
Wayne Reynolds
Contributing Artists
Rob Alexander, Ryan Barger,
Ben Wootten,
Cartographers
Kyle Hunter, Sean Macdonald,
Mike Schley
So I polled the D&D Insider staff and got several
great ideas:
Web Development
Mark A. Jindra
Evil is as Evil Does. Few things will get the heroes’
backs up like pure, unadulterated callousness. Steve and
Chris both pitched this idea, and I couldn’t agree more.
The simple coup de grace has served me well in the
past, and we all seem to agree that a villain who really
embraces his own vile nature is one the PCs will be
eager to face and destroy.
D&D Creative Manager
Christopher Perkins
Bring ’em Back Again. And Again. Bart points out that
bringing back a villain who was soundly trounced is great
for upping the hate. I couldn’t agree more. Like many
of the tricks in this list, you don’t want to overuse this
one. Save it for a villain who was already memorable for
another reason, though, and you’ll really get under your
players’ skins. If you do use this trick, do it with a fresh
spin. For example, make the death blow from the PCs’
first encounter a prominent scar. Or consider upping the
villain’s power level a second time around. If he was pretty
squishy in round 1, make him extra tough the second time
around, and give him a new power or two.
Executive Producer,
D&D Insider
Ken Troop
Director of RPG R&D
Bill Slavicsek
So next time you’re planning a villain for your next
campaign, or for your next Dungeon submission, keep so
me of these ideas in mind. And never be afraid to stare a
player in the eye and promise them that they’re next on
your list.
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy
Crawford, Rob Heinsoo, Peter Lee, Julia Martin, Mike Mearls,
Kim Mohan, David Noonan, Stephen Radney-MacFarland, Peter
Schaefer, Stephen Schubert, Chris Sims, Rodney Thompson,
Rob Watkins, James Wyatt
Et Tu? Betrayal is a common trope of D&D villains, and
one that can be overused. Chris Sims points out that if
you betray your PCs too often, they’ll come to suspect and
resent every NPC you send their way—however
innocent their intentions. Save your betrayals, he
advises, for a really devastating moment. And only use
the trick once or twice in a campaign. If you really pull
A
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Menace of
the Icy Spire
“MENACE OF THE ICY SPIRE” is a DUNGEONS
& DRAGONS ® adventure for five characters of
2nd level. The adventure is set in the FORGOTTEN
REALMS ® setting near the town of Loudwater in the
Gray Vale. This adventure is designed to work well
with the sample adventures found in Chapter 1 of
the F ORGOTTEN R EALMS Campaign Guide . In particular,
this adventure makes an excellent sequel to Barrow
of the Ogre King , which introduces Loudwater and
the surrounding area along with several NPCs who
would make ideal patrons for sending the PCs on
this adventure. However, it is not necessary for the
characters to have visited Loudwater previously.
by Sean Molley
illustrations by Rob Alexander, Ben Wootten and Ron Lemen
cartography by Kyle Hunter
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
October 2008 | DUNGEON 159
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Menace of
the Icy Spire
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4
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Menace of the Icy Spire
BACKGROUND
Feywild and his tower was sealed in a block of magic
ice as a warning to others. The fey set a powerful
gemstone holding a spirit of winter to act as the
keystone holding the icy barrier.
The ritual enacted by the fey was designed to have
a limited area of effect—Draigdurroch’s tower was
encased in ice, but the surrounding lands were not
supposed to be affected. Unfortunately, such a power-
ful spell cannot go unnoticed forever. Draigdurroch’s
tower contains several small rifts to the Elemental
Chaos that he had created as part of his arcane
research. Recently, a group of ice warriors discov-
ered one of these rifts when they were drawn by the
strength of the cold energy emanating from the gem-
stone. They have taken up residence in Draigdurroch’s
tower, finding it a most hospitable environment thanks
to the perpetual layer of ice. The warriors have begun
to modify the ritual that the fey created, increasing its
power and spreading the effects of the magical frost
over a larger area. If they are not stopped, a permanent
winter will come to the entire Gray Vale.
that the cold temperatures appear to be more pro-
nounced in the area of the Dire Wood. Rumors even
tell of blizzards in broad daylight! Some claim it is the
work of evil faeries, but the town’s leaders believe that
a more likely source of the problem is Draigdurroch
Tower. No one has seen or heard from Draigdurroch
in 30 years, and the tower’s cursed history is well
known. The PCs can find a reasonably detailed map
of the area and set out to investigate the tower.
The adventurers’ first challenge is the magically
altered weather. The ice warriors have manipulated
the magic of the fey gemstone and have created a
powerful snowstorm to shroud the area around the
tower. The PCs must overcome a skill challenge
to navigate the treacherous wintry hazards. Their
success or failure on this challenge determines
whether they are in a favorable position when they
are ambushed by goblins during a break in the
storm. These goblins have been frost-touched by
the corrupted fey magic, giving them some unusual
characteristics.
After defeating the frost goblins and overcoming
the storm, the PCs arrive at the tower, which is a
three-story structure carved with images of demons
and devils (in honor of Draigdurroch’s original infer-
nal pact). The cocoon of ice is still intact, so the PCs
need to find a way to break through before they can
enter the tower. When they do, however, they trigger
some of the tower’s original defenses, since some of
the carvings and statues animate and attack.
Inside the tower, the PCs discover that everything
is perfectly preserved, as if the warlock had just
stepped out an hour ago. Frost covers every surface,
but the furnishings and contents of the tower are
intact. The ice warriors attack from all sides in a
running battle that spans two f loors of the tower.
About 30 years ago, a dwarf warlock named Draig-
durroch came to the Gray Vale. Draigdurroch
was part of a cabal of warlocks, and his particular
research dealt with the creation of new types of
eldritch pacts. He believed that the Dire Wood
contained a particularly potent source of untapped
energy—the remains of a failed deity. Thousands of
years before the Spellplague, a Netherese city called
Karse stood in the area, and the demigod Karsus was
its patron. Karsus tried and failed to ascend to full
godhood, dying in the process, and his city (along
with the rest of the ancient Empire of Netheril) fell
not long thereafter. Draigdurroch’s research sug-
gested that the petrified remains of Karsus yet lie
beneath the forest’s heart. Draigdurroch hoped that
he could tap into the latent energy that Karsus had
accumulated and use it to power his new pact. The
dwarf warlock built a tower about a mile outside the
Dire Wood and began his experiments in earnest.
Draigdurroch’s hunch turned out to be correct.
A powerful nexus of magical energy is beneath the
heart of the Dire Wood. However, the fey spirits who
dwell within the Dire Wood have long been aware
of how dangerous the remnants of Karsus could be if
the demigod’s power fell into the wrong hands. They
have appointed themselves as guardians to ensure
that no one tampers with the failed deity’s resting
place. When Draigdurroch’s efforts began to bear
fruit and the dwarf warlock drew upon the latent
echoes of Karsus’s power to form a dark pact, the fey
approached him and warned him to cease his med-
dling. The warlock was confident in his powers and
ignored the warning. For his temerity, the fey pun-
ished him. Draigdurroch was imprisoned within the
ADVENTURE SYNOPSIS
This adventure occurs after Midsummer but before
the end of Highsun. Over the last several weeks,
temperatures in the Gray Vale have been dropping
to levels that would not normally occur until after
Highharvesttide. Things have not become too danger-
ous for travelers yet, but to all indications, winter is
coming several months early. If that occurs, the crops
will freeze and die before they are ready to be har-
vested, putting the entire area’s food supply at risk.
The PCs can find precious little information in
Loudwater. However, some local woodsfolk report
October 2008 | DUNGEON 159
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