The three encounter areas break down in a small fort with NPC’s in it to interact with, a mysterious tower full of undead, and an ice cave full of environmental & vermin encounters. Most of the tricks/traps come from dealing with the environment: cold streams, crevices, ice climbing, drifting snow, and so on. The three major areas themselves are rather small but sufficiently interesting in their encounters, especially with a little GM descriptive imagination in the undead tower, to make the three sites, connected as they are, interesting to adventure in. There are a couple of interesting magic items that are not of the “+1 dagger” variety, which I always appreciate. These, along with the new monsters, are really what set a module above the rest; they show a willingness to create new & unique content with which to use to freak your players out.
This would make an excellent one-shot or a couple of game nights if you can get the PC’s up in the north. The locale is sufficiently different to be interesting to a wide group of players and offers them challenges they would not normally encounter in the temperate dungeons or tropical snake-people temples they usually adventure in.
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