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succeed at spotting the krensh ars are not surprised when the
Aft er a lon g h ike up a freezing peak in th e Spine of th e krenshars attack (see the associated tactical encounter).
w orld , th e heroes arrive at an en tra nce into th e mountain .
As th ey ge t th er e, th e winds beg in to howl th rough th e As yo u step into the gloomy interior and peer about, you can't
mountain s and sno w, blessedly abse nt for th e last day, help but notice the fallm columns that litter the shattered floor.
beg ins to cut th rou gh th e co ld ai r. Frostsilver lies in ruins, and worse still,fro m the graffiti on the
walls it lookslikegoblinshave taken up residence. It also smellsas
1. COLONNADED HALL if they might have some wolvesorworgs with them.
Start the PCs on th e edge of th e map in area 1. Ju st as you have that thought, two gray-furred ca ninefo rms
leap up fro m behind thefall en columns!
You reach the top of thetrail yo u've bemfo llowing up the mountain
for the pastthreedays. A freezing wind begins to howl, snow begins The krenshars attack immediately. Tu rn to the tactical
to fall , and yo u feel a blizzard on the way. The trail ends before a encoun ter to reso lve what happens next.
wide al1i tall tunnel into tile mountain that isclearly ofdwarven Tactical Encounter: Encou nt er 1: Co lonnaded Hall
co nstruction. You'vefound Frostsilver! on page 6.
Statues : Two cracked and chipped statues of dwarves
This entrance was once a grand colon naded hall, but it suffers stand outside th e main entrance to Frostsilver. Both Morn and
now fro m decades of negl ect . The ceiling in the hall is 30 Durven recogni ze one as a represent ation of their favored deity
feet high . Light from outside renders th e hall of colu m ns Mor adin , but the other is more of a mystery due to th e damage
shadowy, while the entran ce cha mber where th e goblins it has sustained. Morn can make a DC 15 Knowledge (religion)
stand is completely dark. Two kr en shars hide amid th e fallen check to recogni ze it as an ancient depiction of Dumathoin, the
colu mns in th is area, while four goblin archers stand out of dwarven deity of buried wealth and guardian of the dead.These
Sight in th e en trance ch amb er proper. same statu es appear in pairs elsewhere in Frostsilver.
Have the playersmakeSpotchecks opposed by the krenshars' Double Doors: Three sets of doubl e doors lead out of
Hid e checks (H ide +4) and then read the following read-aloud th e entry chamber. One leads to area 2 and an other to area
text. Remember to penalize the characters -1 for every 10 feet 3, as indicated by the map. The third set of doors opens into
of distance between them and the hiding krenshars. PCs who a collapsed hallway filled with rubbl e.
THE FALL OF FROSTSI LVER
2. W ELCOM E H ALL bodies- nothing remains but afew shards ofbone andscraps ofdusty
The wall bears acarvingofa dwarf woman upending agoblet,and cloth strewn about thefloor. Allhasbeendesecrated, allbut for a large
..... clear waterflows out ofthegoblet and intoa widefou ntain itl this
roo m. Two halls exit the chamber, but one is collapsed. Before the
sarcophagus set in anicheon thefar wall. The sarcophagus has writing
inscribed on it and bears theimage ofa dwarfwarrior on its lid.
collapsed hall lies a gaping hole in thefloor.
This chamber appears to be a welcome hall, a place where The goblinoids took all the bon es from the crypt and moved
travelers couldrefresh themselves withcool mountain water andwash th em to th e area 5. What ar tifac ts th ey didn't use, they hurled
so meoftheroad dirt offtheir faces. Fro m the watersplashed about, into th e hole in area 2 (wh ich is how the drow found the
it looks like thegoblins have been using it for justsuch a purpose. chi mney up to Frostsilver). The treasure from th e crypt
was offered to th e d row after th eir invasion and do mi nation
The welcome h all is just as it appears, and the foun tain 's cold of the goblinoi ds. There is no thing of interest in the crypt
waters are safe to dr in k. If th e PCs searc h the room, th ey have now besides the sarcophag us, which th e goblins were too
a cha nce of fi nding two more clues abo ut th eir foes. superstitious to tamper wit h .
A Search check res ult of I I or mor e reveals some Sarcophagus: PCs inves tigating the sarcophagus find
relative ly rece n t footpr in ts du e to th e puddles on th e floor. an inscription in Dwarven on its top, whic h reads , "Garru n
Some are obv iously those of goblins and th e kr en sh ars, but Fros ts ilver, once beloved of M oradin and hero of the guard .
one set is like th e goblins but larger. Forever at war with our foes and ti reless in his duty, he could
A Search check res ult of IS or more revea ls some not stop figh ting even whe n all foes had falle n. May he find
cli mbing equ ipment delibe rately h idden in th e rubble besi de peace and rest at last." Another Dwarven inscription along
the ho le in the floor. As a PC picks it up, a harmless bu t big th e ri m of th e sarcophag us lid reads, "Dist ur b my rest and
spider cra wls out of it and d rop s into th e hole. The cli mbi ng the shadow of dea th sha ll enshroud you."
gear incl udes two cli mbe r's ki ts (PH 130) an d two 50-foot An old and powerful shadow-all that remains of the
coi ls of silk rope. O ne cli mber's k it looks to be of dwarven res tless spirit of Garru n-resides wit hin the sarcophagus
m ake, and th e other bears spider and web mot ifs. but it does not leave it unless the sarcophagus is disturbed .
Hole: This is th e hole th e d row an d du ergar cli mbed If any PC opens or damages the sarcophagus, the encounter
up to reach Fros tsi lver. It d rop s hund red s of feet in to th e starts. Read the following text aloud should that occur:
mo untai n. If a player th rows in a su nrod or rock, th e thrown
object see ms to fall for ages before vanis h ing Silently into th e The room seems to darken and you get a chill as a wisp of what
dark ness. The hole leads to an anc ient m agma chi m ney in lookslikeblack smokerises fro m thesarcophagus.The wisp becomes
the mountain , and fro m th ere in to caverns that even tually a vaguely humanoid shadow as it rises above the sarcophagus,
spiral into th e Underdark. Climbi ng th e shaft below th e moaning in rage and reaching out with a thin, shadowy arm!
hole requires a DC IS Cli mb check. There sho u ld n't be any
reaso n for a PC to fall in to th e hole, but sho uld th at h app en , Treasure: Inside the sarcophagus isasuit of masterwork full
allow the character a DC IS Refl ex save to catch th e edge . plate, a +1 returtlingthrowing axe, and boots ofthe winterlands. See
th e Dungeon Master's Guide for detai ls about the magic items.
3. GOBLIN SYMBOL Tactical Encounter: E ncounter 2: Frostsilver Crypt
The floor of this square chamber bears a huge symbol drawn in on page 7.
some creature's blood. Three other sets ofdoors exit the room. One
ofthem is adorned with the same symbol draw n in blood.Around 5. WINDY HALL
this door, the ancient Frostsilverdwarves carved images of great Yo u ope n to door intoa hall and feel a cold wind blOWing. Ahead
dwarf heroes and these words, "Their work in this world is do ne. youcan see thehallbranch to theleftand right. At this intersection
Now they serve at Moradin'sside." thefloor hasbroken andfallen away.
After defiling the Frostsilver crypt, the goblins supers titio usly Bot h Durven and Morn can make a free DC 10 Search
drew a warding symbol on th e floor in th e h all and on th e c heck withi n 10 feet of t he nearest squares adjacent to
door to th e crypt usin g the blood of a yeti they m an aged the crevasse in the floor. If successful, t h ey immediately
to kill. The sym bol is harmless, but a DC 20 Kno wledge recog nize those squares as unstable . They seem safe
(religion) check reveals to th e player that it is a sy mbo l used eno ugh to cross if one b alan ces carefully.
by goblins to su m mon th e protection of th eir god Maglubi yet, When t he PCs n ear th e crevasse , read or paraphrase
th e patron deity of goblinoi ds. the following:
4. FROSTSILVER CRYPT The chilly wind that moans through this hall is blOWing up
This strangely shaped chamber iswithout do ubt one ofthe Frostsilver fro m a long crevasse that extendsdown a hall that hascollapsed.
crypts, but something is terribly wrong! None of the niches in the The crevasse nearest you appears to be about 20 feet deep, but it
walls bear any remains. Their arms and armor, their hallowed grows much deeper down the hall.
THE FALL OF FROSTSILVER
Given the unstable flooring, the PCs might attempt to jump 7. H ALL OF ALCOV ES
over the span or use rope s to climb down into the crevasse. This hall of shadowy alcoves holdsa setof doubledoors to the left, and
Allow them to deal with it as rhe y may. acrossfro m you is anothercollapsed hallway.
Two ice meph its have just arrived in Frostsilver after
exploring a small tunnel into the mountain. They are Two bugbears stand guard in this chamber. If the y heard
hiding out of sight behind the edge of the deeper part of the PCs in area 6, they are hiding in the alcoves . If not, they
the crevasse, and they attack when th e PCs are in the mi ds t stand in th e area ope n ly. Turn to Encounter 4 to resolve the
of cros sing th e crevasse (preferably when some PCs are on rest of the action in this area. Sounds of combat in this area
one side and so me are on the other or in the pit ). When are loud enough to alert th e denizens in area 8.
this happens, read or paraphrase th e following text: Tact ic al En cou n t er : Encounter 4 : Hall of Alc oves
on page 9.
Youhearshrieking laughter andseetwowinged creatures fly upout
of the deeper reaches of the crevasse. The humanoids are halfling- 8. CHAPEL
sized, but each appears to be madeof ice. You open thedoor intoa chapel lit byafire on a lO-foot-tall wooden
stage. On that high stage stand fourgoblillS, and peeking around a
Unst able Floor Squares: The squares adjacent to comer behind them you see a balding male dwarf with white hair
the crevasse ne arest the PCs' point of entry are unstable. A andgrayskin. Supematural gloom shrouds partofthechamber,and
creature can move through them without danger by moving standing within the gloom ,blocking your patl1 betweenthepews, is an
at half speed and making a successful DC 8 Balance check. elfwith white hair andskin thecolor of night. He wields alongsword
If a creature does not move th rou gh the m at half spee d or and shield,and he arrogantly waves you in to fight him.
fails the Balance check, it must succeed at a DC IS Reflex
save or fall into the crevasse , hi tting bottom 20 feet below The gray-skinned dwarf is actually a duergar named
and taking 2d6 points of damage. Varnok ; the black-skinned elf is a draw named Killian .
Crevasse: The nearest four squares of the crevasse are Until the y heard the combat in area 7, Varnok was standing
just 20 feet below the floor of the hall, but the other squares on the stage and saying a prayer to hi s god while Killian
dip to a depth of 60 feet. At the base of th is deeper area is a lou nged in a pew. H avin g heard the PCs ' battl e with the
z-foot diame ter hole th rou gh whic h th e cold mountain air bugbears, th ey are ins tead prep ared to fig h t as de scribed
blows . Beyond the hole is a long tu nnel th at even tually exits in tact ical encounter 5.
on the sheer face of the mountain. Climbing the side of the Tactical Encounter: Encounter 5:Chapel on page 10.
creva sse requires a DC IS Climb check. Treasure: Varnok and Killian collected the magical
Tactical Encounter: Encounter 3: Windy Hall on equipment the goblins found in the Frostsilver crypt and
pag e 8. stashed it in a ches t. They placed th is chest down the stairs
from the rear of the stage. They did not use th is equipment
6. CHAMBER OF BONES as th ey h ave yet to identify it. The ches t is not locked and
Beyond thedoor you see agrisly horror.The bones ofdozens ofdwarves contains th e followi ng items : scroll ofrestoration, elixirofhiding,
havebeen heaped into a pile andsculpted into a pyramid. Apparently cloak ofresistancc +1, wand ofcure light wounds (22 charges).
thegoblillS took the bones to build some sort oftribute to their deity.
ENCOUNTER TERRAIN
Fallen Column: It takes 2 squares ofmovement to enter
.; ENCOUNTER I: a square with a fallen column. A fallen column can provide
COLONNADED HAll eEL 3) cover. A creature standing on a fallen column gains a +1 bonus
Se t u p: Two krenshars (K) attack the PCs from hiding, alerting on attack roll s for standing on higher ground when making
four goblin archers (A). PCs who succeeded at the Spot check to a melee attack against a foe standing on the ground. Squares
see the hiding krenshars can roll initiative and participate in the with broken chucks ofa column (as opposed to a square largel y
krenshars' surprise round. Other PCs and the goblin archers roll occupied by whole fallen column) count as heavy debris.
initiative and join combat after the surprise round ends. Heavy D ebris : It costs 2 squares of movement to en ter
a sq uare with heavy debris. Heavy debris adds 5 to the DC of
Tactics : On the surprise round, the krenshars pop up from Balance and Tumble checks, and it imposes a - 5 penalty on
hiding to use their scare abi lity on two ra ndom PCs. On th e Move Silently checks. Running or charging through heavy
following round, th e goblins m ove behind cover in the main debris is impossible.
entry, remain ing up the stai rs, an d fi re arrows at th e PCs. T he High Ceilings: T he ceilings in the colonnaded hall
krenshars engage the PCs in m elee in the first full ro und , are 30 fee t h ig h , bu t in the entry chamber where the goblin
and on the second round try their scare attack on those they archers stand they are just 10 feet tall.
didn't target before. T hereafter the krenshars and goblins
attack until killed ; they know what fate awai ts them at the KRENSHAR (2) CR ,
N Medium Magical Beast
hands of Killian if they fail in their duties.
Init +2; Senses Listen +3, Spot +1; darkvision 60 ft., low-
Remember that Gavin gains a racial bonus against light vision, scent
fear, Durven is immune to fear, and Durven grants a +4 Languages -
morale bonus on saves against fear to allies within 10 feet.
A frightened character flees as best it can, but note that AC 15, touch 12, flat-footed 13
hp 11 (2 H D)
running is impossible. When a character flees off the map Fort +3, Ref +5, Will +1
due to being frightened , simply count squares of movement
from the edge of the map to determine how far the character Speed 40 ft. (8 squares)
must move to return to the fight. Melee bite +2 (l d6) and
claws +0/+0 (l d4)
Base Atk +2; Grp +2
If PCs o vercome the conflict here, refer back to page 4 to Special Actions scare
continue the adventure.
Abilities St r 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Feats Multiattack, Track
Skills Hide +4, Jum p +9, Listen +3, Move Silently +6
Abilities Str 11, Dex 13, Co n 12, Int 10, Wis 9, Cha 6
Feats Ale rtn ess
Skills Hide +3, Listen +2, Move Silently +3, Ride +4, Spot +2
Possessions morn ingstar, maste rwor k lon gbow, cha in shirt,
20 ar rows , 5 s p, 3 cp
THE FALL OF FROSTSILVER
ENCOUNTER 2:
FROSTSIlV ER CRYPTS eEL 5)
Set u p : The sha dow's arr ival was slow
enoug h th at it doesn 't su r p rise the
PC s. H ave b oth the PC s an d th e
shadow (S) ro ll i n itia tive n ormally.
N ot e th at Durven can't turn th e
sh ado w. It ha s too many Hit Dice. Morn
h as a c ha nce of turning it only if h e rolls
a 19 o r 20 o n hi s tu rn ing c heck. Ifhe t h en rolls
7 or m ore for his tu rni ng d am age, th e sha dow
ret urn s to its sarco ph ag us and sinks throu gh it ,
fl eei ng b e n eath the ea rt h .
Gavi n lack s a m ag ic weap on , whic h m eans he can't
hurt t h e sh adow unless M orn casts magic weapon on one
of hi s axes . Gavi n ca n still contribute to t he fig h t by usin g
the aid an other act ion to p rovide th e targe t of th e sha dow's
atta cks with a bon us to AC. After a round of Gavi n m issin g
the sha do w, remi nd t h e pl aye rs of these op tio ns .
ENCOUNTER 3:
WINDY HAll eEL 5)
Setup: The ice mephits (I) attack when th e PCs
. )'
are in the m idst of crossing th e unstable fl oor .
and crevasse. Th ey sh riek gleefu lly before
flying up to att ack , inadvertently giving the
PCs warnin g. Allo w th e ice mephits and PCs
to ro ll ini tiative and start combat n orm ally.
.
TactICS: On t he f irst rou n d, one 0 f t he ~\~'I" ,I ov. ~
m eph its m oves close to u se its breath "':~'
weapon, an d th e othe r uses its chill metal '
ability. In th e round after, th ey both us e th eir
magic missiles. If th ey still live on th e th ird . . v.1l!
rou nd, they m ove close to th e most inju red" ' .~ ,
PCs to m ake full attacks. When one mephit -I
is kill ed , th e rem ain in g ice m ephit attempts to
su m m on anot he r of its kind.
:' .', .:f4
t : >'.
IfpCs overcome t h e conflict h ere, refer back to page .
5 to co nti nue th e adventure.
ENCOUNTERTERRAIN
Unstab le Fl oor Squares: The squares adjacent to th e
crevasse nearest th e ent rance that the PCs use are unstable.
A cr eature can m ove through them without dang er by
m oving at half spee d and making a DC 8 Balan ce chec k. If
a crea ture does not move throu gh th em at halfspee d or fails lcs MEPH IT (2) CR 3
th e Balan ce chec k, it mu st succeed at a DC IS Reflex save N Small Outsider (air, cold, ext raplanar)
or fall int o th e crevasse, h itt in g bot tom 20 feet below an d Init +7; Senses Listen +6, Spot +6; dar kvis ion 60 ft.
Languages Auran, Common
tak in g 2d6 points of dama ge.
AC 18, touch 14, flat-footed 15; Dodge
Crevasse: The nearest four squares of the creva sse are ju st hp 13 (3 HD); DR 5/magic; fast healing 2
20 feet below th e floor of th e h all , but the other squares Fort +3, Ref +6, Will +3
dip to a depth of 60 feet. At th e base of this de eper area is a Immune cold
Vulnerable fire
z-foor diam eter hole through which blows cold mountain
air. Beyond th e hole is a lon g tunnel that eventually ex its Speed 30 ft. (6 squares) , fly 50 ft. (10 squares)
on a th e shee r face of the mountain. Cli mbing th e sides of Melee claws +4/+ 4 (1 d3 plus 1d4 cold)
the crevasse requires a DC IS Cl imb ch eck. Base Atk +3; Grp - l
Special Actions breath weapon , spell-like abilities, summon
mephit
Spell-Like Abilities:
1 /hour-magic m issile (Cl 3rd)
1/ day-chill metal (Cl 6th)
Abilities Str 10, Dex 17, Can 10, Int 6, Wis 11, Cha 15
Feats Dodge, Improved Initiative
Skills Bl uff +8, Escape Artist +9, Hide +13, Listen +6,
Diplo macy +4, Disguise +2 (+4 acting) , Move Silently
+9, Spot +6, Use Rope +3 (+5 with bindings)
ENCOUNTER 4:
HAll OF ALCOVES eEL 5)
Setup: I f th e bu gb ear s (B) did not h ide, simply
h ave th em and th e PCs roll ini tia tive to sta rt
co m bat. I f th e bu gb ear s hid , h ave th e PCs
make Spo t checks oppose d by th e bu gb ears'
H ide chec ks (H ide +5). Th e bu gb ears charge
th e firs t PC wh o enters th e h all. PCs th at fail
th ei r Spo t checks do not get to ac t in th e
sur prise ro un d.
If PCs overco me
the conflict h er e,
refer back to page
5 to co nti n ue the
adve n t ure. Co mba t
in th is room alerts
th e d row, du ergar, and
goblins in th e adjacent
chape l. So wh en th e
PCs fini sh fighting bugbear s, th e chanting they he ard
ea rl ier has stoppe d, and Fro st silver is eerily si lent.
BUGBEAR GUARD (2) CR 3
Male and Femal e Bugbea r Fighter 1
NE Small Humanoid (goblinoid)
Init +1; Senses Listen +4, Spot +4 ; darkvision 60 ft.
Languages Common , Go blin
KILLIAN ORBBJESS CR 3
VARNOK CR 4 Male d row fighter 2
Male duergar wizard 3 NE Medium Humanoid (Elf)
LE Med ium Human oid (Dwarf) Init +3; Senses Listen +1, Spot +1; dar kvision 120 ft., low-
Init +3; Senses Listen +1, Spot +1; darkvision 120 ft. light vision
Languages Common , Dracon ic, Dwarven, Goblin, Languages Elven, Undercommon
Undercommon
AC 22, touch 13, flat-footed 22; Dodge
AC 13, touch 13, flat-footed 10; AC with Spells and Potions hp 20 (2 HD)
24, touch 16, flat-footed 20 (mage armor, shield, and Fort +4, Ref +3, WiII - l (+1 enchantment)
shield offa ith) SR 13
hp 18 (3 HD) Immune sleep
Fort +4 (+8 spells) , Ref +4 (+8 spells), Will +3 (+7 spells)
Immune paralysis , phantasms, poison Speed 20 ft. (4 squares)
Melee mwk lo ngswo rd +8 (l d8+4/19-20)
Speed 20 ft. (4 squares) Base Atk +2; Grp +6
Melee dagger +0 (l d6-1 /18-20) Spell-LikeAbilities (CL 2nd):
Ranged wand ofMelfs acidarrows +4 ranged touch (special) 1 /d ay- dancing lights, darkness (cast) , faerie fire
Base Atk +1; Grp +0
Combat Gear wand of MeIf's acid arrow (CL3rd; 17 cha rges; Abilities Str 18, Dex 16, Con 12, I nt 10, Wis 8, Cha 10
ranged touc h +4; 2d4 acid plus 2d4 acid on next round), SQ light blindness (blinded for 1 round in bright s unlight o r
potion of cure moderate wounds, potion of resist energy daylight s pell, the n dazzled)
(fire), potion ofshield offaith +3 Feats Dodge, Toughness , Weapon Focus (Iongsword)
Wizard Spells Prepared (CL 3rd): Skills Climb +5, Jump - 1, Listen +1, Search +2, Spot +1
2nd-blur, mirror image Possessions + 7 breastplate, masterwork longswor d,
1st-color spray (DC 15), mage armor, shield masterwork heavy steel shield, 30 gp
o-daze x3 (DC 14), detect magic
Spell-Like Abilities (CL 6th):
l /day- enlarge (cast) , invisibility
Abilities Str 8, Dex 16, Co n 16, Int 14, Wis 10, Cha 8
SA summon fam iliar (not used)
SQ stability (+4 vs. bull rush or trip), light sensitivity
(dazzled in bright sunlight o r daylight spell)
Feats Point Blank Shot, Precise Shot
SkillsConcentration +10, Knowledge (arcana) +9, Knowledge
(dungeoneering) +5, Listen +1, Move Silently +6, Search
+, Spellcraft +8, Spot +1
Possessions com bat gear plus dagger, spel lbook, 70 gp
Spellbook spells prepared plus 2nd-Melfs acid arrow,
spiderclimb; 1 st-burning hands, magicmissile; O-all.
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