Date: 11/10/04

XP Awarded: 1,106 (to 3rd level characters)

Start: The gates of Citadel Felbarr

They arrive at Citadel Felbarr and meet Gardus Pellwater, who takes them to the gate just when Kai shows up. The adventurers stay in Citadel Felbarr for one night, eating and drinking with the dwarves and meeting Cardus Rockfist.

Setting out for the tower to the north, the party travels through verdant wilderness. Along the way they spot a glimpse of silver ahead, and a human wizard steps out from the undergrowth to address them. He introduces himself as Lothirius of Silverymoon, and commends the party for their heroic actions. He also gives the adventurers a horn he says is magical, then leaves.

The party arrives at the base of a cliff whose top is shrouded in a thick ice mist. Climbing the path, they are attacked by a strange beast whose description matches that given by the shepherd in Redridge. The beast is defeated, and the group arrives at a freezing cold plateau. In the midst of the bank of ice fog is a squat tower with no entrance. Kai manages to climb on top to search around, but doesn’t find an opening. Down below, Heardan is attacked by a vaporous creature, but Theodar quickly dispatches it. Nearby the party finds a door in the ground that leads down into an icy tunnel. Heardan takes the horses down to the forest below while the adventurers enter.

Down a cramped tunnel is a guard room with a large skeleton of some horse-like humanoid. The room is littered with caltrops, and Theodar painfully steps on one. The guardian is fearsome and wounds Theodar badly with its huge greataxe, but is defeated. Beyond is a large room lit by ice-blue torches. The ceiling above is crowded with large icicles, and when Theodar goes to enter the room, some fall on him, damaging him slightly. Some dwarven runes are carved into one wall, and Celowin translates them for the party. Off the central room, the party finds some bedrolls, a room containing several ice scorpions, and a room that was formerly a shrine to Moradin which has been converted to a shrine of Auril. Behind a locked door the group finds a prisoner, Hemma, who has been kidnapped from her nearby village by cultists of Auril. The party takes Hemma and returns to camp with Heardan for the night.