Ice Island

The Ice Island is an area where Gorion's Ward and party will be teleported to by the mage Shandalar from Ulgoth's Beard. He wants the party to retrieve his cloak — either by agreeing to help him voluntarily with this quest or by forcing them to undertake it.
The location and exact nature of the island are unknown, although some people theorize that it is a type of teleportation prison.
The log, however states another direction: "You have been teleported by Shandalar, far up to the north, on an island lost within the ice floes of the northern ocean."
The island has two levels: the surface and an underground dungeon. On the surface a Polar Bear is strolling around, while a second one is encountered inside the dungeon. Also in the dungeon are several Winter Wolves along with seven mages. One of the mages, all of whom are trapped on the island, will be in possession of the cloak.
== Walkthrough ==
When entering the maze in the southeast of the map, two Winter Wolves will attack the party, with the second one waiting around the corner.
In the first bigger hall, a group of mages awaits: the "island greeter" Andris, together with Beyn and Marcellus. No matter how Gorion's Ward negotiates – a fight ensues. The from normal missiles protected Andris will first use a Dimension Door, while the shielded – and thus immune against spells from level 1 to 3 – Beyn steps aside for a moment. For more information about their specific spell casting abilities, see their individual character pages.
From here, three pathways lead off deeper into the maze. Either follow the long and complete path, or jump to the one that directly leads to the person and the item you came here looking for.
When following the left of the two northeastern paths, after disabling a trap at its entrance, in the next big hall another Winter Wolf is encountered – with the mage Cuchol in sight, who will initiate dialogue before eventual combat ensues. He's an opponent very similar to Beyn, including the spell immunity.
The path to the southeast, out of this hall, is trapped.
In the long hall directly west to the first one with the three mages, Garan questions the party. After losing his patience, he will summon his four pets, before leaving the battlefield for a short time through a Shadow Door.
Leaving that hall to the west leads through a narrow and contorted path, with a Polar Bear at a southwestern expansion – and a trap on the floor behind it before ending in a dead end alley. Traveling east, two more Winter Wolves are encountered in the recess near the entrance hall.
The right of the two northeastern paths out of the entrance hall is trapped though this one is located a couple of feet away from its beginning. Further down the way, two more traps are set: the first trap around halfway up of the northernmost section, and the second trap right around the following corner – nearly in eyeshot of the next mage.
Tellan is the only one here with whom a fight can be avoided – by making an offer to take him with you, while asking for his assistance. The latter, however, won't be given – he just follows your way, or gets in it, and in the end you only can leave him down here. He too is protected from normal missiles.
Around the corner behind Tellan, the path leads into a more open area, with three more Winter Wolves to the left and – just out of sight to the right is the last actor in this play; the one who's left; the one who has to be the bearer of the cloak you're looking for – who, if not he? Dezkiel is the most talkative of the mages in the dungeon; the one with the most insights and philosophical thoughts. But all that won't keep him from attacking you in the end. Beware his immunity to spells of level 1 to 3.
After taking Shandalar's cloak from Dezkiel's body, together with some sort of journal, the door behind him leads back to the island's entry point – more weird and twisted magic in this place. It won't take long, and Shandalar's callback spell becomes effective automatically, now that the wardstone and cloak are reunited in the open – the party gets teleported back to Ulgoth's Beard.
== Notes ==
* In the dialogues with the mages it doesn't matter if Gorion's Ward has come here voluntarily or was forced – both options are always available.
== Trivia ==
* The Ice Island dungeon map is derivative of the Firewine Ruins map. The two are nearly identical, though Ice Island has had some walls and cramped corridors removed.
== See also ==
* Andris's Journal
* Dezkiel's Scroll