The Coldglass Tower
The Coldglass Tower
Read aloud
Toblen Stonehill spreads a hand-drawn map across the inn's counter. The ruined mage tower above the trail is said to hold magic that could turn aside a dragon's freezing breath, but the last three people who went looking for it never returned. He offers coin for anything useful and asks you to bring back the tower's brass survey plate, if you find it.
Run the session
Cheat sheet
Objectives
- 1Find a safe route into the mage tower.
- 2Recover a relic that can help the party withstand Cryovain.
- 3Recover Mira's missing brother's survey plate.Optional
The clock
Each time the party takes a short rest inside the tower, roll a d6. On a 1, an additional wandering threat arrives or a nearby ward activates. After two short rests, Malrec becomes aware of the party's exact location and prepares his offer in the reliquary.
Scenes
- 0:00A Map and a Warning
- 0:30The Ridge of Broken Stone
- 1:05The Fallen Vestibule
- 1:50The Astral Lens
- 2:40The Reliquary of Coldglass
Cast
- Toblen StonehillQuestgiver
- Mira WrenWitness and ally
- Malrec, the Ashen RemnantAntagonist
The hook
Set the scene
Toblen Stonehill hires the party in the Stonehill Inn. Mira Wren, a nervous local mapmaker, provides a rough route to the tower and explains that her brother vanished while surveying its approach. At the ridge, the tower's upper floors are exposed to the sky, and a pale blue pulse occasionally flickers from a lower window. Characters can scout the entrance, examine boot tracks, or proceed directly to the fallen vestibule.
How Toblen Stonehill asks
Toblen approaches the party at the Stonehill Inn after hearing they are willing to take on dangerous work.
He offers a modest advance, promises to pay for recovered valuables, and makes clear that anything useful against Cryovain will matter more to Phandalin than ordinary treasure.
Rumours
Scenes
about 3.5 hours0:00
30 min
socialThe table is here
1. A Map and a Warning
The Stonehill Inn in Phandalin, with the tower ridge visible on a map spread across the table.
The party meets Toblen and Mira, learns the practical stakes, and gets the choice to accept the optional survey-plate search.
NextMira provides directions to the ridge. The party can buy supplies in Phandalin before traveling to the tower.
0:30
35 min
exploration
2. The Ridge of Broken Stone
A rocky ridge above the Triboar Trail, with ruined stonework, scree slopes, and a broken tower wall.
The party navigates a steep approach, spots signs of recent scavengers, and chooses whether to enter through the obvious rubble or search for an alternate opening.
NextTracks and a cold blue glow lead to the western vestibule.
1:05
45 min
combat
3. The Fallen Vestibule
The tower's collapsed ground floor, where broken furniture and old defensive statuary choke the entrance hall.
The party clears the entry hall and learns that the tower's dead and constructs still defend its old passages.
The Fallen VestibuleNextA carved star map points toward an upper observatory and a sealed stairwell descending to the reliquary.
1:50
50 min
combat
4. The Astral Lens
A circular chamber beneath a broken glass dome. The orrery's moving rings project a route to the vault when aligned.
The party crosses the observatory's unstable floor, fights its guardians, and can examine the orrery to discover how the tower's cold wards work.
The Astral Lens ChamberNextAligning the orrery opens the stair to the warlock's reliquary; a DC 13 Intelligence (Arcana) check or careful experimentation reveals the solution.
2:40
60 min
combat
5. The Reliquary of Coldglass
A buried vault containing the frostglass prism, a reflective black pool, and the mirror that anchors Malrec's will.
Malrec offers a bargain, then fights to keep the party from taking the prism. Characters can attempt to destroy the mirror anchor during or after the battle.
The Warlock's ReliquaryNextThe party can return to Phandalin with the prism, pursue further exploration of the tower, or decide the fate of Malrec's anchor.
Behind it
What people believe
The Coldglass Tower is a ruined mage's stronghold on a ridge near Phandalin.
Local stories claim that enchanted objects remain in its sealed rooms, and recent disappearances have made the site dangerous. Toblen Stonehill asks the party to search the ruins for a relic that could help protect Phandalin from Cryovain, while Mira Wren hopes to recover her missing brother's survey plate.
Background
Long before Phandalin was rebuilt, the mage Avarra Voss raised a narrow tower on a ridge above the Triboar Trail.
During a forgotten war, the warlock Malrec sought to bind a storm of cold magic beneath the tower. Avarra stopped him, but the tower collapsed around their last battle. Its chambers still hold practical enchantments and relics, along with monsters drawn to the lingering magic. The adventure is designed to connect directly to the danger posed by Cryovain in Dragon of Icespire Peak.
The stakes
Without an advantage against Cryovain's cold, Phandalin's defenders may not survive a direct confrontation.
If Malrec escapes with the prism, he may become another powerful threat in the region.
Encounters
3The Fallen Vestibule
Combat
A rubble-choked entry hall with two waist-high stone counters, a broken staircase, and a narrow side passage. The rubble is difficult terrain.
Foes
2 ghouls
1 animated armor
ComplicationA toppled statue blocks the safest route. Moving it takes a combined DC 13 Strength check; failure makes noise that alerts the remaining guards.
ScalingFor a three-character level 3 party, use 1 ghoul and the animated armor with reduced hit points. For a level 5 party, add 1 ghoul. The animated armor is a standard D&D 5E creature; the ghouls are standard creatures.
The Astral Lens Chamber
Combat
A round observatory with a cracked glass dome, a waist-high brass orrery, and a 10-foot pit beneath a broken floor section. Characters can cross the pit by jumping or use the orrery as cover.
Foes
2 ice mephits
ComplicationEach time a character touches a rune, the frost-marked floor flashes. A character who fails a DC 12 Dexterity saving throw falls prone and slides 10 feet toward a pit.
ScalingFor a level 3 party, use 1 ice mephit. For a level 5 party, use 3. Ice mephits are standard D&D 5E creatures. The rune hazard is a custom feature and deals no damage by itself.
The Warlock's Reliquary
Combat
A rectangular vault with four stone pillars, a raised dais, and a mirror-black pool. The pool is difficult terrain and its surface reflects a clear image of whoever looks into it.
Foes
Malrec, the Ashen Remnant, a custom spectral spellcaster
2 skeletons
ComplicationMalrec can offer a character a vision of victory against Cryovain. Accepting the vision grants advantage on one check made in the room, but the character must then succeed on a DC 13 Wisdom saving throw or be frightened of Malrec until the end of their next turn.
ScalingFor a level 3 party, Malrec has 22 hit points, can use his frost bolt twice, and there is 1 skeleton. For a level 4 party, use the listed version: Malrec has 32 hit points, frost bolt three times, and 2 skeletons. For a level 5 party, Malrec has 40 hit points, frost bolt four times, and 2 skeletons. Frost bolt is a custom ranged spell attack dealing 2d6 cold damage, reduced to 1d6 for the level 3 version. Malrec is an adventure-specific custom creature, not an official D&D 5E stat block.
Cast
3Toblen Stonehill
QuestgiverQuestgiver
WantsWants Phandalin's defenders to survive Cryovain and is willing to finance a dangerous expedition.
“If a relic in that tower can keep one of you standing when the dragon breathes, then bring it back. I will pay for the chance.”
Mira Wren
Witness and ally
WantsWants to recover her missing brother's survey notes and prevent further deaths near the tower.
“The stones are listening. If you hear your name from a wall, do not answer it.”
Malrec, the Ashen Remnant
Antagonist
WantsThe surviving will of the warlock Malrec wants a living bearer for the tower's cold-binding focus, so he can escape his ruined prison and regain power.
“The dragon is merely the newest claimant. Give me the key, and I will teach you how to make winter kneel.”
How it ends
Rewards
Items
Frostglass Prism, a custom wondrous item. While carried, it can be used once per day as a reaction when its bearer takes cold damage to gain resistance to that instance of cold damage. The prism cannot be used again until the next dawn.
Potion of healing, standard D&D 5E item.
Spell scroll of protection from energy, standard D&D 5E item; the spell requires concentration as normal.
A silvered dagger and a pouch of 25 gp.
On a win
The party leaves the tower with the frostglass prism, a useful cache of magic, and a route back to Phandalin.
Toblen can arrange for the prism to be fitted into a shield or pendant by a local craftsperson. If the party cleanses the mirror anchor, Malrec's remnant disperses; otherwise the relic remains usable but occasionally shows signs of his attention.
What it leaves open
If it fails
- The expedition is abandoned or the party cannot overcome the tower's hazards.
- The party retreats or is forced out before claiming the relics. Mira can guide them back to Phandalin, but the tower's monsters remain and Malrec repairs one ward before their next attempt.
- The party leaves the focus behind or makes a bargain that lets Malrec take it.
- Malrec escapes through the tower's old scrying mirror with the cold-binding focus. Cryovain remains a threat, and Malrec may later appear as an independent rival seeking the dragon's power.
- The party repeatedly triggers the tower's structural hazards or ignores a warning sign.
- A character is caught in a collapsing passage and loses equipment or is separated from the group until rescued. The party can still complete the adventure, but must spend time and resources on the rescue.
Complications (d6)
- 1A cracked ward releases a wave of numbing chill. Each character in the exposed area must make a DC 12 Constitution saving throw or have their speed reduced by 10 feet until the end of their next turn.
- 2A ceiling slab drops into the passage, dividing the group. A character can clear a narrow route with a DC 13 Strength check, or find a side route with a DC 12 Investigation check.
- 3A crawling hand snatches one unsecured small object and retreats into a wall crack. It can be caught with a DC 12 Dexterity check or tracked to a nearby dead end.
- 4A false whisper imitates Mira's voice and calls from a sealed room. The sound is an illusion; opening the room releases a cloud of choking dust and reveals no speaker.
- 5The tower's remaining light gutters out for one minute. Creatures without darkvision have disadvantage on sight-based Perception checks, while a faint blue glow marks the nearest active ward.
- 6A hungry carrion crawler has followed the party's scent through a broken vent. It attacks the last character in the marching order, then tries to drag its prey toward its nest.
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