TEXT: TOWER 
  TOWER OFOF EVOCATION
   EVOCATION
  ICEWIND DALE: RIME
  ICEWIND DALE: RIME OF THE
  OF THE FROSTMAIDEN
  FROSTMAIDEN
  Expanded Content for
  Expanded Content for
  Chapter 7: Doom of Ythryn
  Chapter 7: Doom of Ythryn
  
  Credits
  Writing & Layout: Daniel Kahn
  Cover Art and Cartography: by Nicole Mastrodomenico (@nikodomeniko)
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2021 by Daniel Kahn or Nicole Mastrodomenico and published 
  under the Community Content Agreement for Dungeon Masters Guild.
  TOWER OF EVOCATION
  ICEWIND DALE: RIME OF THE FROSTMAIDEN
  
  3
   INTRODUCTION  |
   INTRODUCTION  |
  Introduction
  T 
  he tower of evocation was one of eight 
  towers of magic in the ancient floating 
  Netherese city of Ythryn. Now the tower, along 
  with the city, lies trapped in a frozen tomb. The 
  wizards of this great tower are either long dead 
  or have lost their minds to madness. Yet the tower still 
  holds powerful magic waiting to be tapped.
  What’s This All About?
  Chapter 7: Doom of Ythryn is the climax of Icewind 
  Dale: Rime of the Frostmaiden. This epic chapter has 
  characters investigating the ancient city of Ythryn for 
  a way to put an end to the Everlasting Rime. The basic 
  outline of this chapter is the following:
  • Learn the Rite of the Arcane Octad, in order to get 
  through a force field protecting the central tower of 
  Ythryn (the Spire of Iriolarthas).
  • Kill the Demilich Iriolarthas, who lives in the Spire 
  of Iriolarthas and is attuned to the Ythryn Mythallar.
  • Attune to the Ythryn Mythallar, which allows 
  characters to end the Everlasting Rime.
  This supplement is one of several short expansions to 
  the locations in Ythryn (more can be found at this link) 
  with the following objectives:
  • Expand on the Eight Arcane Towers, making each 
  one its own mini-dungeon adventure with exciting 
  challenges and clear direction for the DM.
  • Provide Detailed Maps, for an immersive experience 
  in person or on a virtual tabletop, rather than a brief 
  'theatre-of-mind' scene.
  This supplement presents the events that occur 
  in the Tower of Evocation as an alternate to those 
  described on page 254–255 of Icewind Dale: Rime of 
  the Frostmaiden. Additionally, this supplement provides 
  some alternate events for the Chain Lightning Stadium 
  on page 238 of the book. As always, it is up to you how 
  much of the content you want to use. It's perfectly fine 
  to use some parts of this supplement while discarding 
  others, or simply let the ideas presented here inspire new 
  ideas of your own. This supplement assumes a party of 
  4–6 characters of 9–11th level. 
  History of High Evoker Zadulus 
  High Evoker Zadulus was a narcissistic evocation wizard 
  in Ythryn. He rose to fame for his prowess in the Chain 
  Lightning Stadium, being undefeated for twenty straight years 
  in the annual Chain Lightning Championship. When Zadulus 
  became the High Evoker, the Tower of Evocation became a 
  sort of monument to his own ego. Within the tower, he had a 
  chain lightning practice room built, and even kept the trophy 
  in a display case at the pinnacle.
  Shortly before the fall, the evocation wizards were 
  conducting research on the resilience of oozes to certain 
  kinds of elemental magic. Zadulus was particularly interested 
  in the properties of ochre jellies and their response to the 
  effects of lightning. Because of this ongoing research, the 
  oozes were stored in containment cylinders within the tower.
  When Ythryn fell from the sky, Zadulus died to his own 
  hubris. The spindle's disruption caused the electrical masts 
  in the practice room to overload and electrocute him. At the 
  same time, the oozes were able to escape their containers 
  and devour the corpses of the wizards of the tower. When 
  no bodies remained and the thermal cubes within the walls 
  ceased heating the tower, the oozes froze in the cold.    
  Adventure Summary
  After their arrival at the Tower of Evocation, the party's 
  presence will trigger the tower to light up and begin 
  heating itself via thermal cubes. On the upper floors, 
  the party will have to navigate passing through the 
  hazardous chain lightning practice room, dodging 
  lightning and avoiding slipping on the frozen ochre-jelly 
  floor. After crossing the practice room, the party will 
  encounter some living Bigby's hands in Zadulus's trophy 
  room. The party will need a chain lightning tournament 
  trophy in order to access the trophy case and the Rite of 
  the Arcane Octad line held within. Once the party claims 
  the Rite of the Arcane Octad line, they can proceed back 
  down the tower only to find that the ochre jellies have 
  thawed, creating a new hazard in the practice room. 
  Running the Adventure
  The following sections describe what the characters find 
  at the Tower of Evocation in Ythryn. Locations Y3. Chain 
  Lightning Stadium and Y20. Tower of Evocation refers 
  to the Map 7.2 Necropolis of Ythryn on page 236–237 
  of Icewind Dale: Rime of the Frostmaiden. Locations 
  within the tower refer to the maps on pages 4 and 5 of 
  this document.
  Y20. Tower of Evocation
  As the characters approach the tower, you can read the 
  following:
  Occasional sparks illuminate the upper reaches of this tall 
  tower. A glowing red symbol is etched into the axe blade 
  shape of the pinnacle. An arched door leads into the tower.
  Characters proficient in Arcana, or who succeed on a 
  DC 15 Intelligence (Arcana) check, recognize the arcane 
  symbol as representing the magical school of evocation. 
  Entering the Tower
  The main door is unlocked. When characters enter the 
  tower for the first time, you can read the following:
  Dozens of floating red orbs spark to life illuminating this 
  large hall filled with broken glass, warped metal, and 
  humanoid skeletons. The walls are covered with partially 
  dissolved tapestries depicting what appear to be wizards 
  posing in athletic stances around a large trophy and an 
  electrified sphere. A spiral staircase leads further up into the 
  tower.
  The art depicts several years of victories by High 
  Evoker Zadulus and his chain lightning team. Characters 
  that have seen the Chain Lightning Stadium can deduce 
  the connection. By examining the room, the characters 
  learn the following piece of Ythyrn lore (if they do not 
  already know it): The wizards of Ythryn were entertained 
  by a competitive sport called Chain Lightning. High 
  Evoker Zadulus is the reigning champion.
  Containment Cylinders. The glass and metal on the 
  floor is the remains of the ooze containment cylinders. A 
  successful DC 20 Intelligence (Arcana or Investigation) 
  check allows a character to deduce that the debris may 
  have originated from cylindrical glass structures. A 
  successful DC 20 Wisdom (Medicine) check reveals that 
  while most of the skeletal bodies died from bludgeoning 
  (likely related to the city's fall), the bones show signs of 
  exposure to an acidic substance.
  
  +O ft
  +O ft
  4  |  RUNNING THE ADVENTURE
   |  RUNNING THE ADVENTURE
  Y2OA.
  Y2OA.
  Tower of Evocation
  Tower of Evocation
  Light and heat. The tower's lightning and heating 
  uses occupancy-sensing magic. The heat is produced 
  by thermal cubes installed in the walls and lighting 
  varies between continual flame and dancing lights 
  spells. When all of the wizards within the tower died, 
  the light and heating shut off. When the characters enter, 
  the illumination turning on is obvious, but the heating 
  is more subtle, as the thermal cubes take some time 
  to power on. A character with a passive Perception of 
  20 notices a temperature increase after spending 10 
  minutes within the tower. After 20 minutes, a character 
  with a passive Perception of 15 notices the increase. 
  After 30 minutes, all creatures within the tower become 
  aware of the heat. 
  Y20A. Practice Room
  When characters first reach the top of the stairs, you can 
  read the following:
  Stairs descend five feet to the ice-covered surface of this 
  long room. Four burning braziers bathe the room in 
  crimson light. Empty bleachers are arranged on either side 
  of the room behind a shimmering transparent wall. Every 
  few seconds, sparks fly from a large electrified mast shaped 
  like a trident.  
  This room was once the practice court for Zadulus's 
  Chain Lightning team, but is now a terrible hazard. The 
  electrified mast in the middle of the room is a smaller 
  version of those found in the Chain Lightning Stadium, 
  but is malfunctioning and damaged beyond repair. The 
  branches of the mast are 10 feet above the floor (able 
  to be passed under) and the ceiling is 20 feet above the 
  floor. The ice that covers the floor is not from water, but 
  rather from frozen ochre jellies that fled to the upper 
  floors of the tower seeking heat when the thermal cubes 
  turned off. A creature that spends an action making 
  a successful DC 20 Intelligence (Investigation) check 
  while standing on the icy floor notices slight movements 
  within the ice. The room is well lit by continual flame 
  spells within braziers, which can be dispelled (DC 17). 
  Electrified Mast. The magic that generates the 
  electrical charge for the chain lightning mast has 
  become unstable. Any creature that enters within the 
  limit of shock range on the map of Y20A for the first time 
  on a turn or starts its turn there, must make a successful 
  DC 12 Dexterity saving throw or take 1d6 lightning 
  damage. A dispel magic spell stops the mast from 
  emitting lightning for 10 minutes.
  Slippery Floor. The first time the characters enter this 
  room, the thermal cubes have not yet generated enough 
  heat to melt the ochre jellies. While the floor remains 
  frozen, it is difficult terrain. When a creature moves 
  onto the ice for the first time on a turn, it must make a 
  successful DC 10 Dexterity (Acrobatics) check or fall 
  prone. 
  Audience. To fuel his ego, Zadulus had High Illusionist 
  Ajamar set up programmed illusions of adoring fans to 
  appear and cheer from the bleachers whenever someone 
  enters the practice court. The bleachers are separated 
  from the practice court by a permanent wall of force 
  spell to prevent the chain lightning ball from flying into 
  the stands during practice. While characters cross the 
  room, you can have the audience cheer in applause when 
  they overcome obstacles (such as dodging the lightning), 
  or gasp when someone falls or is hit. 
  Side Rooms. There are two side rooms on either end 
  of the Practice Room that contain balls for the chain 
  lightning game, matching uniforms made of red silk 
  with golden trimming, and other miscellaneous athletic 
  equipment. The uniforms have a minor magical property 
  that helps protect against lightning damage to prevent 
  injury during play. A creature wearing a uniform can 
  make Dexterity saving throws to avoid lightning damage 
  from the electrified mast with advantage. 
  Development. When the characters return through 
  this room on the way back down from the tower, the 
  ochre jellies have thawed and the floor is no longer 
  slippery, making it normal terrain. When the characters 
  return to the room, you can read the following:
  The once icy floor is now covered in writhing yellowish 
  oozes. A humanoid skeleton is visible on the floor.  
   The eight ochre jellies start the combat evenly 
  distributed throughout the room and move towards the 
  nearest living creature. Note that the ochre jellies are 
  likely to be hit by lightning from the electrified mast and 
  may use their split reaction to multiply. You can assume 
  that none were hit prior to the beginning of combat.
  Treasure. The humanoid skeleton is the remains 
  of High Evoker Zadulus. A search of his body reveals 
  Zadulus's ring of evasion, which Zadulus used to gain 
  an advantage in the Chain Lightning tournaments. The 
  ring is affected by a permanent Nystul's magic aura spell 
  to make it appear non-magical to a detect magic spell. 
  A character that makes a successful DC 15 Intelligence 
  (Arcana) check finds it suspicious that the ring does not 
  seem tarnished from the ochre jellies, suggesting it may 
  indeed have magical properties.
  Down to 
  Down to 
  Lower 
  Lower 
  Floors
  Floors
  +5 ft
  +5 ft
  +O ft
  +O ft
  +5 ft
  +5 ft
  Up to 
  Up to 
  Y2OB
  Y2OB
  Electrified Mast
  Electrified Mast
  Wall of Force
  Wall of Force
  Wall of Force
  Wall of Force
  Bleachers
  Bleachers
  Limit of Icy Floor 
  Limit of Icy Floor 
  and Shock Range
  and Shock Range
  Limit of Icy Floor 
  Limit of Icy Floor 
  and Shock Range
  and Shock Range
  
  5
   RUNNING THE ADVENTURE  |
   RUNNING THE ADVENTURE  |
  Y2OB.
  Y2OB.
  Y20B. Trophy Room
  When the characters reach the top of the stairs, they 
  emerge at a doorway. Once the door is opened, you can 
  read the following:
  This trapezoidal room appears to be some sort of shrine. 
  A painting of a well-groomed red-robed wizard hangs next 
  to an ornate crystalline display case built into the narrow 
  corner of the room. Red globules of light float around the 
  room. Two giant shimmering hands hover near the display 
  case.  
  This room is Zadulus's shrine to himself, and holds all 
  of his awards and trophies over the years. The display 
  case is guarded by two of Zadulus’s living Bigby’s 
  hands. They attack anyone who enters the room unless 
  a character is either attuned to the trophy (stone of good 
  luck) from Y3. Chain Lightning Stadium (described on 
  pg. 238 of Icewind Dale: Rime of the Frostmaiden) or 
  disguised as High Evoker Zadulus (whose visage can 
  be gleaned from the tapestries on the lower floors and 
  within this room). If a living Bigby's hand is reduced to 
  0 hit points, it begins to smolder and rises as a living 
  burning hands. The room is brightly lit by a permanent 
  dancing lights spell that can be dispelled (DC 17).  
  Magic Mouth. If the party approaches the display case 
  without the trophy, the magical voice of Zadulus appears 
  through a magic mouth spell and says (in Loross), 
  “Zadulus, you handsome devil, where’s your trophy? The 
  next big tournament is *pauses* 667,218 days ago. Better 
  head down to the Chain Lightning Stadium and bring it 
  home where it belongs.” 
  Give Zadulus a Hand
  If you want to add a bit of light-hearted fun to this tower, 
  when a character enters Y20B. Trophy Room, you can have 
  the living Bigby's hands come together and begin clapping, 
  giving thumbs up, motioning for a first bump, or prostrating 
  themselves on the floor in a "we're not worthy" sort of a way.     
  Display Case. The display case is made out of a 
  magical material similar to that of a Otiluke's resilient 
  sphere spell with no apparent openings. A creature 
  attuned to the trophy (stone of good luck) from Y3. 
  Chain Lightning Stadium is able to reach into the trophy 
  case and place, move around, or extract items within it 
  without resistance. 
  A creature peering into the display case can see a 
  partially covered placard containing the fifth line of the 
  Rite of the Arcane Octad. From outside the display case, 
  the legible words, written in Draconic are, "Fifth,____ a 
  flame ____." If removed from the case, the placard can 
  be read in its entirety and reads, "Fifth, quench the flame 
  in thy palm with ice."
  Treasure. Within the display case are trophies and 
  medals worth a combined total of 8,000 gp.
  Conclusion
  Once the party gains access to the display case and 
  learns the fifth line of the Rite of the Arcane Octad, their 
  business at the Tower of Evocation is concluded. From 
  here, the party may head to Y22. Tower of Illusion if 
  they are looking for more lines of the Rite or explore the 
  mysterious Y21. Obelisk out of curiosity.
  Troubleshooting
  Chain Lightning Loss. As described on pg. 238 of 
  Icewind Dale: Rime of the Frostmaiden, if the all-magen 
  team wins, they claim the trophy and disappear. In this 
  supplement, the trophy is key to the Tower of Evocation, 
  so if characters are defeated at chain lightning, the 
  magen don’t disappear with the trophy. Instead, the 
  galvan magen remain in the stadium and celebrate with 
  it. Characters will have to defeat them in combat (or 
  perhaps stealthily steal the trophy) to take the trophy 
  back once they realize that they need it to get the Rite of 
  the Arcane Octad.
  Timing. The adventure is written with some 
  assumptions about the passage of time. First, it assumes 
  that the party does not spend too much time on the lower 
  floors and crosses Y20A. Practice Room before it thaws. 
  Second, it assumes that the characters take a bit of time 
  investigating Y20B. Trophy Room, such that the ochre 
  jellies thaw before they return to the Practice Room. The 
  exact timing of the thawing is up to you, but if the party 
  takes excessive amounts of time on the lower floors or 
  quickly turns back after exploring the Trophy Room, 
  you can adjust the state of the the Practice Room based 
  on what makes sense in the moment. For example, if 
  the party takes more than 30 minutes investigating the 
  lower floors and debating how to cross the Practice 
  Room floor, you can have the ochre jellies begin to thaw 
  just as they finally decide to cross.
  Down To 
  Down To 
  Y2OA
  Y2OA
  Display Case
  Display Case
  
  6  |  MAGIC ITEMS
   |  MAGIC ITEMS
  Magic Items
  Thermal Cube
  Wondrous Item, common
  This 3-inch cube of solid brimstone generates enough 
  dry heat to keep the temperature within 15 feet of it at 95 
  degrees Fahrenheit (35 degrees Celsius).
  Zadulus's Ring of Evasion
  Ring, rare (requires attunement)
  This ring has 3 charges, and it regains 1d3 expended 
  charges daily at dawn. When you fail a Dexterity saving 
  throw while wearing it, you can use your reaction to 
  expend 1 of its charges to succeed on that saving throw 
  instead. Additionally, you can expend a charge to avoid 
  being hit by an attack made with a chain lightning ball 
  that would normally have hit.
  Zadulus's Ring of Evasion 
  High Evoker Zadulus was aware of the relationship between 
  High Necromancer Cadavix and High Enchanter Ivira. By 
  blackmailing the two of them, he had Ivira enchant a ring of 
  evasion with a permanent Nystul's magic aura spell upon it 
  so that nobody would know it was magical. Zadulus used 
  the ring to gain an unfair advantage in the Chain Lightning 
  Tournaments for which he became renowned.     
  Monsters
  Ochre Jelly
  Ochre Jelly
  Large ooze, unaligned
  Armor Class 8
  Hit Points 45 (6d10 + 12)
  Speed 10 ft., climb 10 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  6 (-2) 
  14 (+2) 
  2 (-4) 
  6 (-2) 
  1 (-5)
  Damage Resistances acid
  Damage Immunities lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8
  Languages --
  Challenge 2 (450 XP)
  Amorphous. The jelly can move through a space as narrow as 1 
  inch wide without squeezing.
  Spider Climb. The jelly can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid 
  damage.
  Reactions
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies if it has 
  at least 10 hit points. Each new jelly has hit points equal to half 
  the original jelly's, rounded down. New jellies are one size smaller 
  than the original jelly.
  
  7
   MONSTERS  |
   MONSTERS  |
  Living Bigby's Hand
  Living Bigby's Hand
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 52 (5d10 + 25)
  Speed 0 ft., fly 60 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  10 (+0) 
  20 (+5) 
  1 (-5) 
  10 (+0) 
  1 (-5)
  Saving Throws Dex +2, Wis +2
  Skills Perception +2, Stealth +2
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 4 (1,100 XP)
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The living spell doesn’t require air, food, drink, 
  or sleep.
  Actions
  Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller 
  creature, the living spell can move it up to 5 feet and move with it, 
  without provoking opportunity attacks.
  Grasping Hand. The living spell attempts to grab a Huge or 
  smaller creature within 5 feet of it. The target must succeed on 
  a DC 15 Dexterity saving throw or be grappled (escape DC 15). 
  Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning 
  damage at the start of each of its turns. The living spell can 
  grapple only one creature at a time and can’t use Force Fist until 
  the grapple ends.
  Living Burning Hands
  Living Burning Hands
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft., fly 25 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 8
  Languages --
  Challenge 1 (200 XP)
  Amorphous. The living spell can move through a space as narrow 
  as 1 inch wide without squeezing.
  Magic Resistance. The living spell has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) fire damage.
  Spell Mimicry (Recharge 5–6). The living spell unleashes a thin 
  sheet of flames in a 15-foot cone. Each creature in that area must 
  make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage 
  on a failed save, or half as much damage on a successful one.
  Galvan Magen
  Galvan Magen
  Medium construct, unaligned
  Armor Class 14
  Hit Points 68 (8d8 + 32)
  Speed 30 ft., fly 30 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  18 (+4) 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  7 (-2)
  Damage Immunities lightning, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 3 (700 XP)
  Fiery End. If the magen dies, its body disintegrates in a harmless 
  burst of fire and smoke, leaving behind anything it was wearing or 
  carrying.
  Magic Resistance. The magen has advantage on saving throws 
  against spells and other magical effects.
  Unusual Nature. The magen doesn’t require air, food, drink, or 
  sleep.
  Actions
  Multiattack. The magen makes two Shocking Touch attacks.
  Shocking Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one 
  target (the magen has advantage on the attack roll if the target is 
  wearing armor made of metal). Hit: 7 (1d6 + 4) lightning damage.
  Static Discharge (Recharge 5–6). The magen discharges a 
  lightning bolt in a 60-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 14 Dexterity saving throw (with 
  disadvantage if the creature is wearing armor made of metal), 
  taking 22 (4d10) lightning damage on a failed save, or half as 
  much damage on a successful one.
  
  A Dan Kahn 
  Compendium 
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, you can reach out 
  to Dan Kahn at leprekahn7@gmail.com. 
  Looking for more? Get the rest of Dan Kahn's 
  Ythryn Towers of Magic here!
  More from Dan Kahn:
  Tomb of Annihilation - Complete DM's Bundle
  Rime of the Frostmaiden - Adventure Bundle
  Rime of the Frostmaiden - Revel's End Prison Break
  Out of the Abyss - 'The Fall of Cyrog'
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Official Content Expanded/Icewind Dale - Rime of the Frostmaiden/Ythryn Expanded Towers of Magic - Bundle/Tower of Evocation.pdf