TEXT: 1
  TOWER IN THE ICE
  A Short Adventure for Four 
  9th-Level Player Characters
  CREDITS
  Design:
  Skip Williams
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
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  This material is protected under the copyright laws of the United
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  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
  All rights reserved. 
  Made in the U.S.A. 
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  Any similarity to actual people, organizations, places, 
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  A round building with an impossibly tall, conical roof
  seemingly rises from a frozen lake. Is this structure as
  small as it looks, or does more lie hidden beneath the
  water’s icy surface?
  Tower in the Ice is a short adventure for four 9th-level
  characters. The scenario is set in a cold wilderness area
  that features a frozen lake. The action takes place in a
  submerged tower that lies largely below the ice. As
  always, feel free to adapt the material presented here as
  you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, and the
  Monster Manual—to run this adventure. A copy of
  Frostburn would also be helpful, though it is not neces-
  sary to run the adventure. This scenario utilizes the
  D&D v.3.5 rules.
  To get started, print out the adventure. Read
  through the scenario at least once to familiarize your-
  self with the situation, threats, and major NPCs in the
  tower (particularly their motivations). 
  Text that appears in shaded boxes is player informa-
  tion that you can read aloud or paraphrase for the
  players at the proper times.
  ADVENTURE
  BACKGROUND
  Many centuries ago, an evil ogre mage built a tall
  tower in an arctic vale. Adventurers eventually
  defeated him and looted his tower, leaving it empty for
  decades. 
  Almost fifty years later, a geological upheaval
  flooded the vale, submerging all but the tower’s upper-
  most level. Because of the cold temperatures in the
  area, this new lake soon froze, masking the massive
  structure beneath the water level. Only its topmost
  portion still protruded from the ice. 
  A few years ago, a half-fiend/half-green hag named
  Puennoki decided that the chilly and flooded tower
  would be an ideal abode and moved in. Shortly there-
  after, she found her soulmate—a half-fiend/half-annis
  named Chirkka. This horrid pair hopes to locate and
  recruit a third hag to form a covey. So far, however,
  they have found only Hoinnia, a tiefling rogue who
  has recently joined their group.
  This loathsome trio has shared several adventures
  that involved terrorizing the local tribesfolk. The three
  have managed to exact tribute from these nomadic
  
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  hunters in the form of meat, ivory, and the occasional
  sacrifice.
  ADVENTURE SYNOPSIS
  The characters can approach and enter the tower in
  any fashion that proves feasible for them, but the most
  likely point of entry is through the top floor. There the
  PCs meet Hoinnia, who pretends to welcome them to
  the abode of a famous a wise woman who is very
  knowledgeable about arctic birds and other wildlife.
  Hoinnia invites the PCs to wait while she fetches her
  employer. 
  If the PCs agree, the tiefling takes her leave and
  plunges into the tower’s lower levels, where she
  sounds the alarm. The denizens of the tower then
  organize a massed attack against the PCs.
  If the characters decide to enter the tower via an
  underwater entrance, or if they detect Hoinnia’s ruse,
  they have a chance to deal with the tower’s inhabitants
  one at a time.
  ADVENTURE HOOKS
  As DM, you know best how to involve your PCs in an
  adventure. The tower’s odd appearance alone might
  tempt anyone who sees it to investigate further, but if
  your players aren’t sufficiently curious, you can use
  one of the following suggestions to draw them into
  the action. 
  • The nomads in the area have recently grabbed
  several travelers and are now ready to deliver them
  to the hags as tribute. The characters might know
  the victims, or an interested party might hire them
  to mount a rescue. When the PCs confront the tribe,
  the nomads offer to surrender the captives in
  exchange for the heads of “the three weird sisters”
  (Puennoki, Chirkka, and Hoinnia), who they believe
  are powerful sorceresses. The nomads have never
  seen the hags in their true forms, so the only “sorcer-
  ess” they can truly describe is Hoinnia. However,
  they do know where the tower is located.
  • Local bards relate tales and legends of an eccentric
  old woman who lives on an island on a frozen lake.
  This person is reputed to be an avid ornithologist
  who will pay generously for any unusual avian speci-
  mens that anyone cares to bring. (Puennoki is
  indeed an avid collector of birds, and she’s glad to
  get new ones. She also loves to eat the people who
  provide them.) Someone might hire the PCs to
  deliver a bird and bring back the payment, or
  perhaps the party finds a rare specimen and then
  hears the tale in town.
  • The ogre mage who first built the tower was infa-
  mous for stealing a powerful, good-aligned magic
  weapon. He was unwilling to destroy the valuable
  sword, so he kept it as a trophy. Legends say the
  sword remains concealed in the tower to this very
  day. The tales might be completely wrong, or
  perhaps the sword really is somewhere in the tower.
  Puennoki might have it hidden in her treasure cache
  (see area 7), or she and her allies might be unaware
  of its existence. Perhaps the sword lies hidden in a
  secret niche in the study (area 1), or in one of the
  armories (area 16).
  BEGINNING THE
  ADVENTURE
  Tower in the Ice is a site-based adventure in which the
  action occurs inside the ice-locked tower of Puennoki
  and friends. It begins as soon as the PCs approach the
  tower.
  THE TOWER AND 
  ENVIRONS
  The tower rises from the bed of a frozen lake or a shal-
  low arm of the sea. It can be located in any frigid
  wilderness location. The area might be frozen year
  round, or perhaps winter merely reigns at the time the
  PCs are visiting the place.
  In either case, the area around the tower is bitterly
  cold. A character must have a cold-weather outfit (see
  page 131 in the Player’s Handbook) to be fully protected
  against the cold weather. A furred animal is consid-
  ered to have partial protection.
  Daytime temperatures hover around –20°
  Fahrenheit, and each unprotected character must
  succeed on a Fortitude save every 10 minutes (DC 15,
  +1 per previous check) or take 1d6 points of nonlethal
  damage. A partially protected character need check
  only once per hour. At night, the temperatures drop at
  least 10 degrees. Though the air feels colder, the lower
  temperature doesn’t pose any additional danger to
  characters. 
  The water surrounding (and flooding) the tower is
  even colder than the air. An unprotected character
  takes 1d6 points of cold damage per 10 minutes (no
  
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  save) while submerged and must make a Fortitude
  save (DC 15, +1 per previous check) or take 1d4 points
  of nonlethal damage as well. Anyone wearing metal
  armor or in contact with very cold metal is affected as
  if by a chill metal spell. A partially protected character
  takes the same damage and makes the same saving
  throws as an unprotected character, but only once per
  hour instead of every 10 minutes. An endure elements
  spell or cold resistance of at least 5 provides protection
  against the cold water. A cold-weather outfit offers
  partial protection, but only for the first 10 minutes of
  exposure if it isn’t waterproof.
  UNDERWATER ADVENTURING
  Because four of the tower’s five levels are completely
  flooded, reviewing the material on underwater combat
  (pages 92 and 93 in the Dungeon Master’s Guide) is
  extremely helpful for running this adventure.
  Characters must typically swim to get around on the
  flooded levels. Within the tower, the water is calm,
  and a character can move by making a DC 10 Swim
  check. Success allows him to swim at one-quarter of
  his land speed as a move action or at one-half his land
  speed as a full-round action. Creatures without swim
  speeds can charge while swimming (provided they can
  move at least 10 feet before attacking), but they cannot
  run, withdraw, or take a 5-foot step while swimming.
  A creature that carries sufficient weight to hold it
  down can also simply walk along the tower’s floors if
  desired. The items carried for this purpose must be
  nonbulky and nonbuoyant. The amount of weight
  required depends on the character’s size, according to
  the following table.
  Size
  Weight Required
  Fine
  1 lb.
  Diminutive
  2 lb.
  Tiny
  4 lb.
  Small
  8 lb.
  Medium
  16 lb.
  Large
  32 lb.
  Huge
  64 lb.
  Gargantuan
  128 lb.
  Colossal
  256 lb.
  When a creature walks underwater, its movement is
  hampered. Unless it has a swim speed, it pays at least
  10 feet of movement instead of the usual 5 feet to
  enter a square. When moving diagonally into a square
  where movement is hampered, it must pay at least 15
  feet of movement. A creature cannot charge, run, or
  take a 5-foot step while its movement is hampered.
  In addition, creatures need some way to breathe
  while underwater. For player characters, a water
  breathing spell or similar magic is the best bet. The
  denizens of the tower keep a few potions of water
  breathing in the upper levels for guests (or prisoners)
  who might need them.
  TOWER INTERIOR
  The tower is a five-story stone structure, of which only
  the topmost floor is not flooded. The major features of
  the structure are as follows.
  Walls
  All the tower’s walls are stone, and the elements
  haven’t been kind to them. The exterior walls protrud-
  ing above the waterline are heavily weathered. Those
  underwater are in better shape but covered with
  aquatic slime.
  s Exterior Walls: 5 ft. thick; hardness 8; hp 450;
  break DC 41; Climb DC 15.
  Though the interior walls are also covered with
  slime in the lower four levels, they are in much better
  condition than the exterior walls.
  s Interior Walls: 2 ft. thick; hardness 8; hp 180;
  break DC 37; Climb DC 20.
  Any character not carrying a heavy load gains a +8
  circumstance bonus on Climb checks made under-
  water, since her buoyancy makes climbing fairly easy.
  Ceilings
  The ceilings within the tower are 25 feet high unless
  otherwise noted in an individual area description.
  Floors
  All the floors are made of fairly smooth stone.
  Movement across them is not impeded, but see the
  notes on underwater adventuring for the effect of
  water on movement in the lower levels.
  Doors
  Except for the ones on the lower level, all the tower’s
  doors are made of reinforced wood that has been well
  preserved against the elements. None of the doors are
  locked, but most are stuck. Those that are submerged
  are extremely difficult to open, thanks to swelling
  wood and extra resistance from the water. Add +5 to
  the indicated DCs to open or break down doors under-
  water. The tower residents are familiar with each door’s
  idiosyncrasies, and each “sister” gains a +5 circumstance
  bonus on Strength checks made to open them. 
  The residents keep supplies of small rocks on hand
  to wedge the doors shut in case of attack. Wedging a
  door requires a full-round action.
  
  s Strong Wooden Doors: 2 in. thick; hard-
  ness 5; hp 20; open DC 15, break DC 25.
  Windows
  All the tower’s windows are made of crystal-clear
  leaded glass panes set in a bronze lattice. The lattices
  are hinged and can be opened like shutters, though
  they are usually held closed by simple but strong
  latches. Their mechanisms are somewhat stiff, so each
  latch requires a DC 10 Strength check to operate. A
  latch cannot be opened from outside an intact window,
  but anyone can reach in through a broken window and
  open its latch. Like the doors, the windows are more
  difficult to open or break when submerged, and each of
  the tower residents gains a +5 circumstance bonus on
  Strength checks made to open them.
  On levels 1–3, the windows provide access to the
  tower interior.
  s Window Lattices: 2 in. thick; hardness 8; hp
  50; open DC 15 (unlatched), break DC 25 (latched).
  s Glass Window Panes: 1/2 in. thick; hardness 1;
  hp 2; break DC 7.
  Light
  None of the areas within the tower are lighted unless
  otherwise noted.
  LEVEL ONE
  This level is the topmost floor of the tower, and the
  only one that’s above water. Unlike the other stories,
  this onw has a conical roof that rises to a height of 50
  feet at the center and slopes down to about 20 feet at
  the outer walls. The whole roof, with its maze of
  wooden rafters, is open to the level below. The interior
  walls in this level are only 25 high, so characters can
  climb or fly over the walls to get from one area to an
  adjacent one.
  APPROACHING THE LEVEL (EL 6)
  The windows in the tower’s top level are about 15 feet
  above the lake’s frozen surface. The open windows in
  area 1 are visible from at least 100 yards away.
  Trap: Characters walking across the ice find a gap
  of open water about a foot wide all around the tower.
  The ice is brittle in this area, and unwary characters
  might fall into the lake when the ice breaks away
  underfoot. 
  Brittle Ice Trap: CR 5, location trigger, no reset,
  DC 20 Reflex save avoids, Search DC 20; Disable
  Device DC —. Market Price: —.
  Anytime a character weighing 100 pounds or more
  comes within 10 feet of the gap, roll 1d6. On a roll of 1,
  the ice crumbles and the character  must make a
  successful DC 20 Reflex save or fall through into the
  frigid water below. Anyone within 5 feet of the charac-
  ter must also make a Reflex save at the same DC or fall
  in. Any character weighing 300 pounds or more who
  comes within 5 feet of the gap automatically breaks
  through the ice. A DC 15 Survival or Search check
  reveals that the ice near the gap is unstable.
  Development: The denizens of the tower might
  spot characters approaching from the east, west, or
  northeast. See the Tactics sections of areas 1, 2, and 3
  for details.
  1. SUNSET CHAMBER (EL 8–10)
  This area once served as a study and library, but these
  days it’s just a guardpost.
  Creatures: Either Hoinnia (see Adventure
  Background) or a pair of ettin guards keeps watch here
  at all times (50% chance that either is present). When
  not on watch here, Hoinnia is in her room (area 2),
  and the ettins are in their barracks (area 3).
  Hoinnia has scaly skin, wicked-looking eyes, and
  two small horns protruding from her forehead. She
  wears a hood that conceals the horns, but her overall
  appearance should alert the PCs to her otherworldly
  nature. A DC 10 Knowledge (the planes) check reveals
  that she is a tiefling.
  D Hoinnia: Female tiefling rogue 7; CR 7;
  Medium outsider (native); HD 7d6+7; hp 31; Init +4;
  Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +5;
  Grp +7; Atk or Full Atk +10 melee (1d6+3/18–20,
  masterwork rapier) or +10 ranged (1d6+3/�3, +1
  composite shortbow [+2 Str bonus]); SA darkness, sneak
  attack +4d6; SQ darkvision 60 ft., resistances (cold 5,
  electricity 5, fire 5), trap sense +2, trapfinding,
  uncanny dodge; AL CE; SV Fort +3, Ref +9, Will +3; 
  Str 14, Dex 18, Con 13, Int 12, Wis 12, Cha 6.  
  This semicircular chamber has an open ceiling,
  and the frigid wind blowing through the open
  windows has created a rime of frost on the
  exposed rafters. Empty shelves line the east wall,
  stretching from the floor as far up as a giant could
  reach. Above them is an open space. A battered
  wooden table about chin high to a human and a
  few threadbare chairs big enough to seat ogres
  complete the décor.
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  Skills and Feats: Balance +6, Bluff +9, Diplomacy
  +2, Escape Artist +13, Hide +15, Intimidate +0,
  Jump +4, Listen +10, Move Silently +13, Search +10,
  Sense Motive +10, Sleight of Hand +15, Swim +11,
  Tumble +13; Blind-Fight, Dodge, Weapon Finesse.
  Languages: Common, Draconic, Infernal.
  Darkness (Sp): Hoinnia can use darkness (caster
  level 7th) once per day.
  Sneak Attack (Ex): Hoinnia deals 4d6 extra
  points of damage on any successful attack against flat-
  footed or flanked targets, or against a target that has
  been denied its Dexterity bonus for any reason. This
  damage also applies to ranged attacks against targets
  up to 30 feet away. Creatures with concealment, crea-
  tures without discernible anatomies, and creatures
  immune to extra damage from critical hits are all
  immune to sneak attacks. Hoinnia may choose to
  deliver nonlethal damage with her sneak attack, but
  only when using a weapon designed for that purpose,
  such as a sap (blackjack).
  Evasion (Ex): If Hoinnia is exposed to any effect
  that normally allows her to attempt a Reflex saving
  throw for half damage, she takes no damage with a
  successful saving throw.
  Trapfinding (Ex): Hoinnia can find, disarm, or
  bypass traps with a DC of 20 or higher. She can use the
  Search skill to find, and the Disable Device skill to
  disarm, magic traps (DC 25 + the level of the spell used
  to create it). If her Disable Device result exceeds the
  trap’s DC by 10 or more, she discovers how to bypass
  the trap without triggering or disarming it.
  Uncanny Dodge (Ex): Hoinnia retains her
  Dexterity bonus to Armor Class even when flat-footed
  or targeted by an unseen foe (she still loses her
  Dexterity bonus if paralyzed or otherwise immobile).
  Possessions: +1 mithral chain shirt, amulet of natural
  armor +1, ring of protection +1, masterwork rapier, +1
  composite shortbow (+2 Str bonus) with 20 arrows, potion
  of cat’s grace, 2 potions of cure light wounds.
  D Ettins (2): hp 65 each; see Monster Manual, page
  106. Both ettins wear cold-weather outfits under their
  armor.
  Tactics: Both Hoinnia and the ettins keep watch
  out the chamber’s open windows while on duty here.
  If the ettins see anyone approaching, one of them runs
  to area 2 to fetch Hoinnia while the other blocks one
  of the windows. The ettins have orders to let visitors
  approach, so the ettin remaining in the room just
  stares dumbly at the PCs until attacked or until
  Hoinnia arrives. 
  While standing in the window, the ettin has cover
  (+4 to AC). If attacked, he throws javelins or swings
  clubs. If the foes are beyond both melee reach and
  javelin range, he is smart enough to close and latch
  the windows, then move to area 4 and wedge the
  door shut.
  If Hoinnia sees anyone approaching while she is on
  guard, or when she is summoned to the room, she
  greets the newcomers in Common, asking if they have
  brought something for her mistress. No matter what
  the reply, she invites the visitors in, though she makes
  no attempt to help them enter the tower.
  If a fight breaks out in this chamber, the ettin guard
  in area 3 joins the fray after 2 rounds. If Hoinnia is
  here, she slips away to area 2 as soon as she can and
  makes a quiet investigation, as noted in the
  Development section of that entry.
  In a fight, Hoinnia uses her Tumble skill to stay
  away from dangerous foes and to set up sneak attacks
  when possible. She holds off invaders until the ettin
  guards can arrive from area 3, then uses her Tumble
  skill to disengage. Once clear of the fight, she swims
  down to area 7 on level 2 or area 10 on level 3 to get
  Puennoki, using her darkness ability to deter pursuit if
  necessary. Hoinnia receives water breathing spells from
  Puennoki every few hours, so she usually doesn’t have
  to worry about breathing on the tower’s lower levels. If
  she loses her water breathing to a dispel magic effect, she
  goes to her room (area 2) and quaffs one of the potions of
  water breathing hidden there before leaving this level.
  Development: The windows in this chamber give
  anyone inside a fairly clear view to the west. The
  sentries have no difficulty spotting visible creatures
  approaching the tower from that direction.
  If the PCs enter the tower peacefully, Hoinnia chats
  with them for a while. If they seem to distrust her
  because of her otherworldly characteristics, Hoinnia
  warns them that they ought not to judge others by their
  appearances. Hoinnia’s visage reflects her nature fairly
  accurately, but she’s pretty good at bluffing. A particu-
  larly suspicious PC can make a Sense Motive check
  (opposed by Hoinnia’s Sense Motive check). To a char-
  acter who loses the check, Hoinnia seems credible. One
  who wins, however, realizes that she is just as nasty as
  she looks, and that she is probably just stringing the
  visitors along until she can set them up for a fight.
  If the PCs converse with Hoinnia for any length of
  time without attacking, she acknowledges that her
  employer is a wise woman, and that she is very knowl-
  edgeable about birds and other avian creatures. During
  the conversation, Hoinnia uses her Sense Motive skill
  
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  to get a general idea of the characters’ purpose in visit-
  ing the tower. 
  If she suspects that the PCs are invaders, she
  launches a quick attack, hoping to catch her foes off
  guard and make a sneak attack. Then she shouts for
  reinforcements. Hoinnia doesn’t speak Giant, so she
  can’t give detailed orders to the ettins, but they under-
  stand her tone. When she can, she breaks away from
  the fight and goes to find Puennoki, as noted in the
  Tactics section above. 
  If Hoinnia thinks the PCs are fairly harmless, she
  invites them to make themselves as comfortable as
  they can, then goes to find Puennoki. Before leaving
  the room, she warns the visitors not to leave this
  chamber, claiming that the tower is old and rickety
  and not at all safe for people who aren’t accustomed to
  its quirks. Her admonition does contain an element of
  truth, but she really just wants to discourage the PCs
  from poking around the tower while she’s gone.
  If the ettins are on guard here and fight breaks out
  in area 2 or 3, one ettin checks out the disturbance
  after 2 rounds, and the second ettin follows in another
  2 rounds if the first one does not return.
  2. HOINNIA’S CHAMBER (EL 0 OR 8)
  This area was once a sitting room, but now it serves as
  Hoinnia’s bedchamber.
  The crate contains about 100 pounds of lignite, a soft
  brown coal that burns with a smoky flame. Hoinnia is
  cold resistant, but she doesn’t like to feel chilly, so she
  keeps a low fire going in this room all the time. She
  has draped a big piece of canvas overhead to help hold
  in the heat. If the PCs can reach it, they can easily tear
  it away, revealing the rafters and the roof above (see
  Tower Interior for details).
  The wardrobe contains normal clothing and a few
  odd bits of adventuring gear, including a 100-foot coil
  of hemp rope and a steel mirror.
  Creatures: Hoinnia is here 50% of the time.
  When she’s not here, she’s keeping watch in area 1.
  Hoinnia: hp 31; see area 1 for statistics.
  Tactics: When Hoinnia is in this room, she spends
  most of her time either dozing in bed or gazing out the
  window (50% chance for each). If she’s looking out the
  window, she spots any visible characters approaching
  the tower from the northeast. Otherwise, she uses the
  tactics noted for her in area 1.
  Development: Any loud noise in this chamber
  brings the guards from area 3 in 1 round and one
  guard from area 1 in 2 rounds. The remaining guard
  follows from area 1 after 2 more rounds if the first
  guard does not return.
  If Hoinnia is here and a fight breaks out in area 1 or
  3, she quietly climbs the wall and peers into the next
  chamber to see what’s happening. Any PC who might
  see or hear her should make a Spot check opposed by
  Hoinnia’s Hide check and a Listen check opposed by
  her Move Silently check. Once Hoinnia has assessed
  the situation, she either fetches Puennoki from area 7
  or 10 immediately, or joins the fray for a round or two
  before going to get the hag. Usually, she doesn’t use
  the latter option unless the intruders notice her or she
  gets a chance to make a sneak attack. In a fight, she
  uses the tactics noted for her in area 1.
  Treasure: Some of the furs on the bed are valu-
  able, though they are none too clean. A DC 15 Search
  or Appraise check reveals three salable furs, each
  worth 150 gp. In addition, a stone coffer buried in the
  brazier holds four portions of water breathing, which are
  protected from the heat by the thick walls of their
  container. Dumping out the contents of the brazier
  automatically reveals the box, or a character probing
  inside the brazier can attempt a DC 25 Search check to
  locate it. Any character digging through the burning
  coals or handling the box takes 1d4 points of fire
  damage each round that he remains in contact with it.
  If the PCs dump the brazier, the whole mess cools
  down in 10 minutes.
  3. BARRACKS (EL 6–10)
  This former bedchamber now serves as a barracks for
  three ettins that the “sisters” keep here to guard the
  complex. The chamber looks much like area 2, except
  that it has no canvas ceiling, and its only furnishings
  are a crude wooden table with two equally crude
  benches. Crowded into the room’s south end are two
  big piles of moss that serve as beds for the ettins.
  Creatures: Three ettins live in this chamber, but
  all three of them are present only 50% of the time. The
  This chamber is comfortably warm, a blue haze
  with a faintly sulfurous odor fills the air. A
  brazier filled with smoldering coals seems to be
  the source of this effect. Next to the brazier
  stands a wooden crate filled with brownish coal. 
  The room is roughly square and has a single
  window. Some kind of sagging canvas trap forms
  a ceiling of sorts that hangs perhaps 20 feet above
  the floor. A few furs serve as rugs, and a bed
  heaped with more furs stands against the west
  wall. A wardrobe made of rough planks and a
  footstool round out the furnishings.
  
  8
  rest of the time, one ettin is here and the other two are
  on guard duty in area 1.
  D Ettins (1 or 3): hp 65 each; see Monster Manual,
  page 106. The ettins wear cold-weather outfits under
  their armor.
  Tactics: Like Hoinnia in area 2, a lone ettin alter-
  nately dozes and keeps watch out the window to the
  east. If she sees visitors or is attacked, she calls
  Hoinnia. The tiefling can’t understand the ettin’s
  speech, but she knows when the creature is trying to
  call her. If all three ettins are here, two of them doze
  while the third watches out the window. Otherwise,
  the ettins use the tactics described in area 1.
  Development: If only one ettin is here, any loud
  noise from this chamber brings one ettin from area 1
  in 2 rounds, and the second 2 rounds later if the first
  fails to return. In addition, any disturbance in this
  chamber brings an immediate reaction from Hoinnia
  if she’s in area 2, as noted in the Development section
  for that entry.
  4. HALL
  This long chamber is usually empty, though an ettin
  might try to block it off, as noted in the area 1 entry.
  5. STAIRWELL
  The spiral staircase in this chamber descends 30 feet to
  area 8 on level 2.
  LEVELS TWO TO FIVE
  The lower levels of the tower are flooded. The water
  level is located about 5 feet down the stairs that lead
  down from area 5 on level 1. A thin rime of ice covers
  the surface of the water, but the PCs can break
  through it easily. 
  6. SERGEANTS’ CHAMBERS (EL 8)
  These two rooms serve as bedchambers for the under-
  water denizens of the tower. Read or paraphrase the
  following when the PCs enter.
  The net serves as a bed for the occupant of this room,
  the rocks serve as chairs, and the stone box functions
  as a trunk. This last item contains a few articles of
  ogre-sized clothing (none of them in good repair), 
  plus two bundles of crossbow bolts (10 each), a whet-
  stone, and some spare netting.
  Creatures: One fiendish merrow warrior lives in
  each of these chambers. At any given time, one of
  these sergeants is in his room, and the other is on
  guard in area 7.
  Tactics: The merrows keep their windows closed
  but unlatched while in their rooms. In a fight, the
  occupant of either chamber raps the floor with the butt
  of his longspear (a free action) and then stabs at any foe
  within reach, using his smite good ability with his first
  attack. If reduced to 15 or fewer hit points, the merrow
  swims out the window and proceeds to area 7, where
  he grabs the hidden loot. Unless he thinks he has a
  great deal of time, he doesn’t bother with the coins; he
  simply snatches the jewels and leaves. If pursued from
  this room, he turns and fights to the death.
  Development: The merrows rap on the floor to
  alert whoever is in area 7, as well as the guards in area
  9 on the level below. See the Development sections in
  those entries for details.
  If summoned to area 7 by a tap on the wall, the
  merrow first taps on the floor, then swims out the
  window to area 7 to survey the situation there. On the
  way, he drinks his potion of haste and potion of bull’s
  strength.
  D Sergeants (2): Male fiendish merrow warrior 3;
  CR 6; Large giant (aquatic, extraplanar); HD 7d8+17;
  hp 48; Init –1; Spd 30 ft., swim 40 ft.; AC 17, touch 8,
  flat-footed 17; Base Atk +6; Grp +15; Atk +12
  (1d8+8/�3, +1 longspear) or +11 melee (1d4+5/19–20,
  masterwork dagger) or +5 ranged (1d10/19–20, master-
  work heavy crossbow); Full Atk +12/+7 (1d8+8/�3, +1
  longspear) or +11/+6 melee (1d4+5/19–20, masterwork
  dagger) or +5 ranged (1d10/19–20, masterwork heavy
  crossbow); Space/Reach 10 ft./10 ft.; SA smite good;
  SQ damage reduction 5/magic, darkvision 60 ft., low-
  light vision, resistances (cold 5, fire 5), spell resistance
  12; AL CE; SV Fort +9, Ref +1, Will +2; Str 21, Dex 8,
  Con 15, Int 6, Wis 10, Cha 7.
  Skills and Feats: Climb +6, Hide –7, Listen +2, Spot
  +2, Swim +12; Power Attack, Toughness, Weapon
  Focus (longspear).
  Languages: Common, Giant.
  Smite Good (Su): Once per day, a fiendish
  merrow warrior can make a normal melee attack and
  deal an extra +7 points of damage against a good foe.
  Possessions: +1 hide armor, +1 longspear, masterwork
  dagger, masterwork heavy crossbow with 10 bolts,
  Along the south wall of this chamber hangs a
  massive net with many layers and folds.
  Anchored as it is to both floor and ceiling, it
  resembles an old cobweb. Nearby stands a water-
  logged wooden table, and beside it are two
  smooth rocks with concave tops. A stone box has
  been pushed up against the north wall.
  
  9
  potion of bull’s strength, potion of cure moderate wounds,
  potion of cure light wounds, potion of haste.
  7. GALLERY (EL 6 OR 9)
  A bizarre sight awaits the characters in this chamber.
  Read or paraphrase the following when they arrive.
  The preserved birds are the specimens that Puennoki
  has collected over the years. She’s no taxidermist, so
  she simply freezes them. The collection has some
  value to a scholar, but the specimens rapidly decom-
  pose if allowed to thaw.
  Creatures: A merrow warrior always stands watch
  in here (see area 6 for statistics). In addition, Puennoki
  herself has a 25% chance to be here, gazing at her
  collection of frozen birds.
  Merrow: hp 48; see area 6 for statistics.
  Puennoki: hp 58; see area 10 for statistics.
  Tactics: The merrows keep one of the room’s
  windows (usually the one closest to the off-duty
  merrow in area 6) closed but unlatched. If confronted
  here alone, the merrow guard taps on the wall to alert
  his off-duty comrade, then stabs at the nearest foe
  using his smite good ability. The merrow keeps fight-
  ing until help arrives, then disengages long enough to
  quaff a potion or two before rejoining the fight.
  Throughout the battle, the merrow tries to use his
  swim speed and reach to stay away from dangerous
  foes. He is smart enough to aim his attacks at spellcast-
  ers or foes who with ranged attacks whenever possible.
  If Puennoki is in here, she uses the tactics noted for
  her in area 10. While she is alive, any merrows here fight
  to the death. If Puennoki is slain, the merrows flee,
  Development: A fight in here draws the merrow
  from area 6 after 2 rounds and those in area 9 after 4
  rounds. If Puennoki isn’t already here, she joins the
  merrows coming from area 9.
  Treasure: A loose stone near the center of the
  floor conceals a niche (DC 25 Search check) crammed
  with some ordinary loot that Puennoki and her
  minions have managed to gather. Inside are 800 gp,
  320 pp, 16 lapis lazuli gems (worth 10 gp each), 7 peri-
  dots (worth 50 gp each), 19 golden pearls (worth 100
  gp each), 3 black pearls (worth 500 gp each), and an
  ivory choker with gold fittings (worth 90 gp).
  8. STAIRWELL
  The spiral staircase in this area rises 30 feet to area 5 on
  level l. It also descends 30 feet to area 11 on level 3.
  9. BARRACKS (EL 10)
  These four chambers resemble area 6, except that each
  contains three sleeping nets.
  Creatures: Three fiendish merrow guards live in
  each chamber, though only two of each group are pres-
  ent at any given time. The remaining merrows are on
  duty in area 16 on level 5.
  D Guards (8): Male and female fiendish merrow; 
  CR 4; Large giant (aquatic, extraplanar); HD 4d8+11;
  hp 29; Init –1; Spd 30 ft., swim 40 ft.; AC 16, touch 8,
  flat-footed 16; Base Atk +3; Grp +12; Atk or Full Atk
  +8 (1d8+7/�3, longspear) or +7 melee (1d4+5/19–20,
  dagger) or +1 ranged (1d10/19–20, heavy crossbow);
  Space/Reach 10 ft./10 ft.; SQ damage reduction
  5/magic, darkvision 60 ft., low-light vision, resist-
  ances (cold 5, fire 5), spell resistance 9; AL CE; SV
  Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6,
  Wis 10, Cha 7.  
  Skills and Feats: Climb +6, Hide –7, Listen +2, Spot
  +2, Swim +9; Toughness, Weapon Focus (longspear).
  Languages: Common, Giant.
  Smite Good (Su): Once per day, a fiendish
  merrow can make a normal melee attack and deal an
  extra +4 points of damage against a good foe.
  Possessions: Masterwork hide armor, longspear,
  dagger, heavy crossbow with 10 bolts.
  Tactics: In a fight, the guards use their smite good
  ability as quickly as they can. They generally attack the
  closest foe unless a sergeant, Puennoki, or Chirkka
  orders them to do otherwise.
  Development: The guards quickly notice any
  fighting on this level or on the levels above or below
  it. (Even if their comrades don’t alert them by thump-
  ing on the floors or ceilings, sound carries very well
  through stone and water.) After a round or two, the
  guards gather up their weapons and head for the scene
  of the action. One of them, however, takes the time to
  alert Puennoki in area 10 (if she’s there) or goes up to
  area 7 to fetch her. Likewise, when Puennoki is in area
  10, she notices any fighting in the barracks. When
  heading for a fight, the guards usually use the stairwell
  This big, semicircular chamber has a bank of three
  windows along its curving north wall. The inte-
  rior is choked with dozens—if not hundreds—of
  blocks of clear ice that float above the floor on
  thin tethers. Each block contains some kind of
  bird. The variety represented here is nothing
  short of astounding—from miniscule humming-
  birds floating in fist-sized blocks to great eagles in
  blocks as big as a horse. The whole mass looks like
  some sort of macabre underwater forest.
  
  10
  (area 11), but they may also swim through windows of
  the appropriate size if the target level has any.
  10. PUENNOKI’S ROOM (EL 8)
  This chamber has a macabre décor that befits its
  occupant. Read or paraphrase the following when the
  PCs enter.
  The bones in here are all trophies from Puennoki’s
  combat victories over the years. The birds and other
  animals packed in ice are recent additions to her collec-
  tion that she has not yet added to the gallery (area 7).
  Creatures: Puennoki is here 75% of the time,
  gazing at her trophies and laying plans for collecting
  more. The rest of the time, she’s in area 7 enjoying the
  trophies she has stashed there.
  D Puennoki: Female half-fiend/half-green hag;
  CR 7; Medium outsider (augmented monstrous
  humanoid, native); HD 9d8+18; hp 58; Init +2; Spd 30
  ft., swim 30 ft., fly 30 ft. (average); AC 24, touch 12,
  flat-footed 22; Base Atk +9; Grp +14; Atk +14 melee
  (1d4+5, claw); Full Atk +14 melee (1d4+5, 2 claws) and
  +9 melee (1d6+2, bite); SA mimicry, smite good, spell-
  like abilities, weakness; SQ damage reduction 5/magic,
  darkvision 90 ft., immunity to poison, outsider traits,
  resistances (acid 10, cold 10, electricity 10, fire 10),
  spell resistance 19; AL CE; SV Fort +7, Ref +8, Will +7;
  Str 21, Dex 14, Con 14, Int 19, Wis 13, Cha 18.  
  Skills and Feats: Bluff +10, Concentration +14,
  Diplomacy +12, Heal +7, Hide +14, Intimidate +6,
  Knowledge (arcana) +10, Knowledge (geography) +10,
  Knowledge (religion) +10, Knowledge (the planes) +16,
  Listen +15, Spot +15, Survival +7, Swim +13; Alertness,
  Blind-Fight, Combat Casting, Great Fortitude.
  Languages: Abyssal, Aquan, Common, Draconic,
  Giant, Infernal.
  Mimicry (Ex): Puennoki can imitate the sounds
  of almost any animal found near her lair.
  Smite Good (Su): Once per day, Puennoki can
  make a normal melee attack and deal an extra +9
  points of damage against a good foe.
  Spell-Like Abilities: At will—dancing lights,
  disguise self, ghost sound (DC 15), invisibility, pass without
  trace, tongues, water breathing; 3/day—darkness, poison
  (DC 18); 1/day contagion (DC 17), desecrate, unholy
  blight (DC 18). Caster level 9th.
  Weakness (Su): Puennoki can weaken a foe by
  making a special touch attack (+14 touch). The oppo-
  nent must succeed on a DC 18 Fortitude save or take
  2d4 points of Strength damage.
  Outsider Traits: Darkvision 60 ft.; cannot be
  raised or resurrected (though a wish or miracle spell
  can restore life).
  Possessions: Potion of cure serious wounds, 2 potions of cure
  light wounds, potion of bull’s strength, potion of haste, 2
  potions of nondetection.
  Tactics: If Puennoki has time to prepare for a fight
  (as she will if she is summoned to a battle elsewhere in
  the tower), she drinks a potion of nondetection (and possi-
  bly her potion of bull’s strength if she thinks the threat
  merits it), then casts invisibility on herself and on one or
  two allies. Everyone can see the location of an invisible
  creature underwater because of the visible bubble it
  leaves, but it still has concealment (20% miss chance).
  Upon entering a fight, Puennoki uses unholy blight
  on as many foes as possible, then selects the most
  dangerous-looking fighter-type among the enemies
  and concentrates her weakness attacks on them.
  Once she has weakened a character or two, she uses
  smite good on the most formidable remaining foe,
  followed by a claw attack in conjunction with her
  contagion ability. When she makes this attack, she
  must hit the target’s normal Armor Class. If she hits,
  she deals claw damage and delivers the contagion
  effect. If she misses, she deals no damage but still
  holds the contagion effect, which she can try to
  deliver again the next round.
  Development: Like the merrows in area 9,
  Puennoki quickly notices any fighting on this level or
  on the ones above or below. In addition, creatures
  from level 1 or level 5 might come here to confront
  visitors. If the newcomers are hostile, Puennoki loses
  no time in attacking them. But if Hoinnia or Chirkka
  has managed to keep them off guard, Puennoki uses
  her disguise self ability to pose as a harmless old crank,
  then greets the visitors personally. She takes a few
  rounds to size up the opposition, then tries to attack
  and eliminate the most dangerous member of the
  opposing party. In any case, Puennoki sends a merrow
  to area 1 or 13 to get Chirkka or Hoinnia (or both) and
  bring them to the scene of the confrontation.
  This cramped chamber resembles an underwater
  charnel house. Niches in the walls are crammed
  with a vast array of skulls, both humanoid and
  monstrous. A cocoonlike net hangs in front of
  the single window, and a collection of femurs
  and vertebrae dangle from it like windblown
  leaves caught in an old spiderweb. Balloonlike
  chunks of ice, each containing a bird or small
  animal, float above the floor.
  
  11
  11. STAIRWELL
  The spiral staircase in this area rises 30 feet to area 8 on
  level 2. It also descends 30 feet to area 15 on level 4.
  12. KITCHEN
  Puennoki and her minions use this chamber to
  prepare food. Since they’re none too clean about it,
  however, the room’s condition isn’t any too appetizing.
  No one is in this chamber when the PCs arrive.
  Treasure: The bronze knives are fairly old, and the
  entire set is worth 100 gp to a collector.
  13. CHIRKKA’S ROOM (EL 8)
  As with area 10, this room’s contents fit its occupant.
  Puennoki and her minions fitted the leather dome
  over an opening in the floor that connects with area 17
  on level 5. Then they carried leather bladders full of air
  into area 17 until it was completely filled with air. The
  dome keeps the air that now fills area 17 from escap-
  ing through the connecting hole.
  The air bubble under the leather dome has an oily
  surface that forms a fairly stable air-water interface, so
  characters can enter or exit the bubble without disturb-
  ing the arrangement. If, however, anyone cuts away the
  net or slashes open the leather dome, the air bubble
  bursts, creating a hurricane-force wind that flows from
  the hole in the floor, swirls clockwise around the room,
  and blasts out the arrow slit in the north wall. The
  airflow lasts for 1 round, during which characters in
  the room suffer the appropriate wind effects, as noted
  on page 95 in the Dungeon Master’s Guide.
  An opening in the net and the leather gives access
  to the air-filled space beneath the leather dome, which
  contains a trunk and a three-legged stool.
  s Leather Dome: 1 in. thick; hardness 2; hp 5;
  break DC 18.
  s Net: 1 in. thick; hardness 0; hp 2; break DC 23.
  Creatures: Chirkka, Puennoki’s chief ally, spends
  most of her time under the dome. She receives water
  breathing effects from Puennoki every few hours, but
  she prefers dry land to underwater living.
  D Chirkka: Female half-fiend/half-annis; CR 8;
  Large outsider (augmented monstrous humanoid,
  natve); HD 7d8+21; hp 52; Init +3; Spd 40 ft., fly 40 ft.
  (average); AC 25, touch 13, flat-footed 22; Base Atk +7;
  Grp +20; Atk +15 melee (1d6+9, claw); Full Atk +15
  melee (1d6+9, 2 claws) and +10 melee (1d8+4, bite);
  Space/Reach 10 ft./10 ft.; SA improved grab, rake
  1d6+9, rend 2d6+10, smite good, spell-like abilities; SQ
  damage reduction 2/bludgeoning and 5/magic, dark-
  vision 60 ft., immunity to poison, outsider traits, resist-
  ances (acid 10, cold 10, electricity 10, fre 10), spell
  resistance 19; AL CE; SV Fort +7, Ref +8, Will +6; 
  Str 29, Dex 16, Con 16, Int 17, Wis 13, Cha 12.  
  Skills and Feats: Bluff +11, Diplomacy +15, Hide +9,
  Intimidate +3, Jump +25, Knowledge (nature) +8,
  Knowledge (religion) +8, Knowledge (the planes) +8,
  Listen +13, Move Silently +8, Sense Motive +6, Spot +13,
  Swim +14, Alertness, Blind-Fight, Great Fortitude.
  Languages: Aquan, Common, Giant, Infernal.
  Improved Grab (Ex): To use this ability, Chirkka
  must hit a Large or smaller opponent with a claw
  attack. She can then attempt to start a grapple as a free
  action without provoking an attack of opportunity.
  Rake (Ex): Attack bonus +15 melee, damage
  1d6+9. Chirkka can attack a grappled foe with both
  claws at no penalty.
  Rend (Ex): If Chirkka hits with both claw attacks
  she latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an extra 2d6+13
  points of damage.
  Smite Good (Su): Once per day, Chirkka can
  make a normal melee attack and deal an extra +7
  points of damage against a good foe.
  Spell-Like Abilities: 3/day—disguise self, fog
  cloud. Caster level 8th. 3/day—darkness, poison
  (DC 15); 1/day desecrate, unholy blight (DC 15). Caster
  level 7th.
  Outsider Traits: Darkvision 60 ft.; cannot be
  raised or resurrected (though a wish or miracle spell
  can restore life).
  Possessions: Bracers of armor +1, ring of protection +1,
  potion of cure moderate wounds, 2 potions of cure light
  wounds.
  Tactics: In battle, Chirkka uses much the same
  tactics as Puennoki does (see area 10), though she has
  neither contagion nor a weakness ability. Instead, she
  An odd-looking dome of oiled leather fills most
  of this chamber. The mass looks something like a
  tent, except that a big net lashed to some rings in
  the floor seems hold it in place. The whole dome
  seems to strain upward against the net.
  The water in this chamber has a faint red tint,
  and it looks as murky as a mud puddle. Bits and
  pieces of entrails, flesh, and bone rest on every
  surface. The only furniture is a sturdy-looking
  wooden table. Amid the trash on its surface lies a
  scattered collection of bronze knives.
  
  12
  uses unholy blight, then tries to use improved grab or
  rend against a fighter-type, choosing a different target
  than Puennoki if the latter is present.
  Development: Chirkka quickly notices any fight-
  ing on this level or on the ones above or below it.
  Puennoki sends a guard here to fetch Chirkka when
  she goes to join a fight or meet visitors (see the
  Development section in area 10).
  Any disturbance in this chamber alerts the sentries
  in area 16 on level 5.
  14. PANTRY
  This room is packed with frozen fish and game, mostly
  whole, that is kept in place by nets.
  15. STAIRWELL
  The spiral staircase in this chamber rises 30 feet to area 11
  on level 2. It also descends 30 feet to area 18 on level 5.
  16. GUARDPOSTS
  These two areas once served as armories. Read or para-
  phrase the following when the PCs arrive.
  Creatures: Two fiendish merrows lurk behind the
  empty weapon racks (see area 9 for their tactics). Puennoki
  has stationed them here to keep an eye on area 17.
  Fiendish Merrows (2): hp 29; see area 9 for
  statistics.
  Development: The merrows are well aware of
  the dangers that area 17 could pose if anyone tampers
  with it. Should the air inside be released, they hold
  on for dear life until the rush of water stops, then
  attack any survivors. The merrows also notice distur-
  bances in area 13 and immediately move to join any
  fighting there.
  17. ENTRY
  Puennoki and her allies have filled this chamber with
  air, creating a bubble that extends through a hole in
  the ceiling and into area 13 (see area 13 for details).
  The arrow slits in this chamber have been blocked to
  keep the air inside.
  The two pairs of double doors leading out of this
  area are made of bronze, and their hinges are hidden
  inside the surrounding stonework. Both sets open
  outward from the room. Because this chamber is filled
  with air, the tremendous pressure of the surrounding
  water holds the doors firmly closed. If the PCs manage
  to open either set of doors, or simply break them open,
  tons of water rush into the room, blowing out the
  other set of doors in the process. Any creature in area
  16, or outside the tower and within 50 feet of this
  room, must make a DC 35 Strength check or a DC 25
  Swim check or be dragged along with the flow, taking
  6d6 points of damage. Each of the merrows in area 16
  gains a +20 bonus on the check.
  s Bronze Doors: 3 in. thick; hardness 8; hp 90;
  open DC 120, break DC 30.
  18. STAIRWELL
  The spiral staircase in this chamber rises 30 feet to area
  15 on level 4.
  CONCLUDING THE
  ADVENTURE
  The adventure isn’t over until the PCs slay or drive off
  both Puennoki and Chirkka. After the two hags have
  been defeated, their troops quickly desert the tower.
  FURTHER ADVENTURES
  The defeat of Puennoki and Chirkka creates a power
  vacuum in the surrounding area. Eventually,
  however, another monster or group of monsters
  might move into the tower and take up where the
  two hags left off. A white dragon or one of the
  monsters featured in the new Frostburn book would
  make a good tenant for the tower.
  ABOUT THE AUTHOR
  Skip Williams keeps busy with freelance projects
  for several different game companies, and he served
  as the sage of Dragon Magazine for eighteen years.
  Skip is a codesigner of the D&D 3rd edition game
  and the chief architect of the Monster Manual. When
  not devising swift and cruel deaths for player char-
  acters, Skip putters in his kitchen or garden (rabbits
  and deer are not his friends) or works on repairing
  and improving the century-old farmhouse that he
  shares with his wife, Penny, and a growing
  menagerie of pets.
  This area contains a rickety-looking wooden
  frame fitted with many slots and hooks. It may
  once have been intended to hold tools or weap-
  ons, but it’s empty now.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/AD&D 3E Adventures/AD&D 3 - Adv - Tower in the Ice.pdf