This is a site-based adventure in which the party investigates a tower which protrudes from a frozen lake in some cold and remote corner of your campaign world. There's a short background to let you know who's actually living there now, an adventure synopsis and some hooks to get the party to go visit the tower in the first place.
The adventure itself begins at the tower, so you will have to manage the party's journey to get there - remembering that it's VERY cold round there, with the associated environmental risks - and any investigations or preparations they wish to make in advance of their trip. There are notes on handling extreme cold, and also to accommodate parties who might want to approach the tower underwater, rather than walking out over the ice to the entrance that is visible.
A clear plan of the tower is provided, along with detailed descriptions of rooms and their inhabitants. These not only provide stat blocks and tactical notes but also gives likely reactions to whatever the party might do. Suggested reactions are intelligent and give a good feel of creatures going about their business and responding when the party turns up rather than existing in stasis until they appear - nice aid to creating an alternate reality.
The adventure ends when the tower is cleared out... it's unlikely that anything other than force of arms will do. There are brief notes on possible follow-up adventures, but basically it is merely the suggestion that some other antagonist might take up residence and need to be cleared out. It's a good delve adventure with the added edge of being bitterly cold and wet.
Return to Tower in the Ice page.
Reviewed: 6 July 2016