Documente Academic
Documente Profesional
Documente Cultură
1
3 The Fang
one square = 5ft.
1
1, Common Room
2, Kitchen
3, Larder and Warehouse
GROUND FLOOR
4, Toilets
5, Hallway
6,7,8, PC’s Room
9, Numidas’ Apartment
10, Gnep’s Apartment
11, Zenobia’s Room
12, Griska’s Room
13, Asper’s Room
6 4 4 8 14, Storeroom
5
15, Laundry
16, 17, 18, Empty Rooms
16 14 15 17
11 12
7 18
9 9 13 10 10
FIRST FLOOR
Deadly Ice
By Mario Barbati
TABLE OF CONTENTS
Introduction 4 3, Snow Trolls Lairs 16
Adventure Background 4 4, The Crevice 16
Adventure Synopsis 4 5, Whitemonks’ Lair 16
Using This Module 4 6, Entrance Area 17
Note on Ability Checks 5 7, Way Room 17
Placing this Adventure in Your Own 8, Guard Post 17
Campaign 5 9, Lieutenants’ Chambers 18
Scaling the Adventure 5 10, King’s Chambers 18
Adventure Hooks 5 11, Guards’ Quarters 18
Too Many NPCs? 6 12, Armory 18
13, Clerics’ Rooms 18
Chapter I, The Fang 6 14, Common Room 18
Production: Øone Games Events 6 15, Temple of Urmaus 18
Locations 10 16, Sargun’s Room 19
Supervision Mario Barbati
The Fang, History and Overview 10 17, Corridor of Lore 19
Graphic Design O’Bully 1, Common Room 11 18, Halls of the Dead 20
Cartography O’Bully 2, Kitchen 11 19, Ice Warriors Crypt 20
Artwork Stefano Guida. Alessandro Cioffi 3, Larder and Warehouse 11 20, King’s Crypt 21
4, Toilets 11
5, Hallway 12 Chapter III,Returning to the Fang 21
6,7,8, PC’s Room 12 Events 21
This product uses the OSRICTM System
(Oldschool System Reference and Index 9, Numidas’ Apartment 12 Event 1, The Blackmail 21
CompilationTM). The OSRICTMsystem text may be 10, Gnep’s Apartment 12 Event 2, Toward Slaughter’s Rock 21
found at http://www.knights-n-knaves.com/ 11, Zenobia’s Room 12 Event 3, The Execution 21
osric. The OSRICTM text is copyright of Stuart 12, Griska’s Room 13 Locations 22
Marshall. “OSRICTM” and “Old School Reference 13, Asper’s Room 13 1, Slaughter’s Rock 22
and Index CompilationTM,” are trademarks of 14, Storeroom 13 Aftermath 22
Matthew Finch and Stuart Marshall and may 15, Laundry 13
be used only inaccordance with the OSRICTM
16, 17, 18, Empty Rooms 13 Non-Player Charactersand Foes 23
license. This product is not affiliated with
19, Harer and Darer’s Bedroom 13
Wizards of the Coast.” 20, Loft 13 New Magical Items 25
The Kuk Globe 25
Chapter II,The Deadly Ice Tomb 13 The Staff of Agamath 25
Background Information 13 Stones of Agamath 26
Events 14
Event 1, Griska’s Actions 14 New Monsters 26
Event 2, Pursuing Orcs 14 Snow Troll 26
Event 3, Griska’s Tactics 14 Whitemonk 26
Locations 15 Ice Key Guardian (dwarf) 26
1, The Crow’s Rock 15 Ice Warrior (Dwarf) 27
2, The Dark Trail 15 Icelord (Dwarf) 27
Øone Games
Playtesting: Jeff Bass, Corey Copper, Richard deMorris, Craig Mullins, Scott Saunders, Lucio Abbate, Massimiliano
www.Øonegames.com Cretara, Anna Fava, Alex Zenatti.
master@Øonegames.com
Advanced Master Adventures
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Advanced Master Adventures
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Advanced Master Adventures
- The party is traveling through Frozen Orc behave poorly or mislead them.
Pass when, in a sheltering cave, they find
a group of dead dwarves. These dwarves Griska: wizard-thief villain; as a result of They’re able to determine the potency
wear signs of fighting to the death against his actions, Griska is nervous and hostile, of the Spirit of the Black DwarfÑour
an overpowering number of foes. The he acts intelligently but not above rash famous liquor-simply by smelling
arrows that riddle the corpses leave no actions that he believes better his cause. over a closed barrel. We dwarves
doubt: orcs. of Kurum-Dam are the leading
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Advanced Master Adventures
With a rigid militaristic structure, the tribe that resembles a staff. Before the characters
has situated their headquarters in a cavern can challenge or race toward the shapes,
complex among the snowy cliffs of the the figures fade into the snow. for warmth, you can’t help but notice
pass. More than once, the tribe has tried to the position of the inn, hanging to
extend its might and conquer Kurum-Dam, Immediately after this, the weather gets the rocky cliff. The inn seems easily
always being pushed back by the dwarves worse. Clouds loom overhead; the skies defensible from those inside, while
and their king, Hradroom. darken and gray as the temperature drops. making it a nightmare to would-be
Flurries of snowflakes blur down and the attackers. As if that wasn’t enough,
Event 2, The Journey wind picks up as visibility drops to mere dark shapes of guard- and watchdogs
feet. spring from rock to rock, as if
This event covers the first two days of the demonically possessed.
journey. In this snowstorm, the characters cannot
Travelling in the pass is slow due to the find any shelter and are forced to continue
snow and the rocky ground. If the referee onward. The storm reduces visibility and A welcoming dwarf appears, leading
wishes, he can use the random encounter makes ranged combat nearly impossible. you safely to the inn, kicking away
table provided on the box to break up the If the characters are well equipped the dogs before they attack. Darer,
monotony of the pass. Note: the orcs do not and protected, they should make one as he introduced himself, climbs the
engage in fighting, as they are all hunting Constitution check per hour of exposure slick stairs that head up towards the
Griska. (0 modifier, -1 per previous check); those inn’s common room. He then closes
who are not must make the check every 10 the massive oaken door-banded with
Also, during this leg of the journey, minutes. Failed checks result in 1d4 points dwarven steel-behind you. As the
characters have the chance to get to of damage. sound of the lock fades, you notice a
know Stolypin. Referees should refer to Characters have an eight-hour walk before few patrons seated about the room
Stolypin’s character description. Stolypin reaching the Fang. and the warming fireplace is set in
is an insomniac, walking around during the rocky wall. Though the fireplace
each night, sometimes more than once. He Event 4, The Fang resembles a giant axe pointing down,
accepts any surveillance that the PCs may you can’t help but be warmed in its
want, but states that there’s no real need, as This event happens about eight hours after presence.
he will not go far. Event 5.
Event 3, Sightings in the Snow When cold has nearly frozen your Seeing your near-frozen state, Asper-
bones and hope seems distant, a the dwarven proprietor of the Fang-
This event happens at dawn of the third both welcomes you and brings some
building becomes visible, thrusting
day of the journey. hot delicious soup. Letting your
like a jagged tooth from the
While the party is making ready for this eyes wander the room as the soup
surrounding crags. You realize that
day of the journey, one of the characters returns warmth to your bodies, you
the rumors of the Fang must be true.
notices two dark shapes over a low, nearby notice the room has a drinking bench
hill. One of the shapes is tall and mighty, along its northern side with a small
the other is crouching and holds something number of tables tidily arranged in
Though your body shakes in desire
room’s middle with a few patrons
seated there-an elven male and
Random Encounter Table human female. There are no windows
along the walls, only arrow slits and
Roll 1d6 every six hours, if a 1 is rolled an encounter takes place, roll again on the table the bound oaken door seems the
below: only way in or out. It seems that the
inn was built using the side of the
1- Winter Wolf (1-2) mountain as a building point, even
2- Snow Troll (1-2) now you see that the fireplace seems
3- Bear Cave (1-2) carved from the rocky wall of the
4- Frozen Scimitar Orc Patrol (1-6, plus 1 sergeant) mountain itself. Next to the fireplace,
5- Frozen Scimitar Orc Patrol (2-12, plus 1 sergeant) two stairways climb to the inn’s
6- Frozen Scimitar Orc Patrol (3-18, plus 1 sergeant) upper floors.
Winter Wolf: AL N; MV 18”; hp 32; AC 5; HD 6; #AT 1; Dmg 2d4; SIZE L. Seated at the tables are Numidas, an elven
ambassador, and the local ranger, Zenobia.
Cave Bear: AL N; MV 12”; hp 38; AC 6; HD 6+6; #AT 3; Dmg 1d8/1d8/1d12; SA Hugs Also found around the common area are
for 2d8; SIZE L. Darer and Asper, referees should refer to
their NPC entries should the PCs decide
Snow Troll: AL CN; MV 12”; hp 28; AC 4; HD 4+4; #AT 3; Dmg 1d6/1d6/1d4; SA to interact with them. PCs shouldn’t have
Blinding breath; SIZE L. too long to meet with the NPCs, as they
probably need to recover from their ordeal
Frozen Scimitar Orc: AL LE; MV 9”; hp 5; AC 6; HD 1; #AT 1; Dmg 1d8. in the snowstorm.
Frozen Scimitar Orc sergant: AL LE; MV 9”; hp 16; AC 6; HD 3; #AT 1; Dmg 1d8+1 Asper assigns rooms (6, 7, 8), with two
beds in each, for the party. The other
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Advanced Master Adventures
rooms are being remodeled and are too be used to protect Stolypin. After the party even sleep tonight.” Griska is good at
cold for guests to stay in. The PCs may retires to their rooms, he waits a few hours getting the horrid accent down, if a little
be protective of Stolypin, and may wish before stashing some of his possessions rough. Should the guard follow him,
to share a room with him. Asper ensures (forgetting his notebook) and heads into Griska walks around the inn and when the
worried PCs that nothing can happen in the now deserted common room. Griska two are alone, he casts hold person, gives the
his inn. sits near the fireplace and imbues a potion held guard a sleep potion and stows them in
of sleep, but just before falling asleep, he the southernmost toilet room (4). If there
Event 5, The Exchange uses the Kuk Globe to exchange minds with are any other guarding characters, Griska
Stolypin. Griska, now in Stolypin’s body, returns to the room, and does the above
This event occurs the first night of the PCs wakes in the room with a devilish smile. actions on the remaining guards, but leaves
in the Fang, a few hours before dawn. Depending on what measures the party them in the room. He’s trying to be certain
This event forms the basis of the remaining took in guarding Stolypin; Griska may of a time advantage should the party
adventure. Referees may consider this the have to elude the party’s notice. decide to follow him.
starting point of the real adventure if they • If only one of the party members is
want to insert this module into an ongoing Here are some suggestions: guarding Stolypin, Griska casts a hold
campaign. person spell from his bed and then follows
• Griska is aware of any protective spells the actions detailed above.
As the party arrived at the inn, Griska that the party may have cast, and easily
noticed that the Kuk Globe was glowing and avoids triggering them (i.e.: he knows the After leaving the room successfully, Griska
saw Stolypin appear within it. Griska sees passwords, or the trigger locations). He goes to his now-sleeping former body to
this as a lucky break, as he knows that he’s leaves a rolled up blanket in the shaped of recover his equipment, including the Kuk
being hunted by the orc tribe and quickly a man in his place should the party wake Globe. He then wakes Zenobia, paying her
sets up a plan to use this to his advantage. and look over at his bed. to escort him to the nearby dwarven tomb
• If the party mounts a guard, Griska she mentioned earlier. Zenobia is unaware
Griska leaves the common room and casts tells the guard that he’s just going for a of the exchange, and treats Griska as a
invisibility, spying on the party to learn walk. Griska overheard Stolypin saying regular, if pushy, customer. Concerned
passwords and what protective spells may something like, “I’m so tired that I will about the time of morning, she and Griska
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Advanced Master Adventures
leave the inn at dawn, while it is still accepted: The orcs are leery about the
snowing. Referees should begin to keep party’s words, but allow 24 hours for
track of time from this point on. thrusts a finger at the man with the party to investigate or likewise make
Stolypin’s voice. “There you are arrangements for Stolypin’s affairs. The
Event 6, Things Get Worse bastard, now you will pay your deed. orcs during this time surround the inn,
You are to be tortured at Slaughters and keep a close watch to be certain that
This event happens as the PCs discover Rock, before the eyes of our king. Stolypin is not taken away or tries to flee.
the disappearance of Stolypin or when he Soldiers, take him! And if you others (See Event 10 for further information.)
wakes up in the common room few hours want to live, you will stand back as
after Griska’s departure. we come only for this murderer.” PCs looking for a fight find more than then
they bargain for should they anger the orcs,
or strike first.
Screams are coming from the The armored orc is Kashen, captain of
common room, easily recognizable the White Wolves-the elite guard of King
Elite Orcs: AL LE; MV 9”; hp 20; AC 1;
as Stolypin’s. As you reach the room, Kdank. The orc with the staff is the King’s
HD 3; #AT 1; Dmg 1d8+3; SA poisoned
a man is in hysterics looking around Sorcerer Zandkros. The orc sorcerer has
scimitars.STR 18/50, DEX 15, CON 15;
the room wildly. You then notice it cast a sleep spell on the dogs outside, and
plate and shield, scimitar (1d8 + poison),
was this man that was screaming, broke the inn door with lightning bolt
shortbow with 10 arrows (1d6 + poison);
as Stolypin’s voice comes from this spells. These orcs are frighteningly tough
man’s throat. “This isn’t happening! opponents for the party and the inn’s
Kashen: AL LE; MV 9”; hp 43; AC 1; HD 6;
This is not my body! I’m not me. NPCs. If the party starts to edge towards a
#AT 1; Dmg 2d4+4; SA poisoned morning
What happened? Dear gods, help me fight, let them overhear one of the dwarves
star. STR 18/76, DEX 16, CON 16, CHA
please.” muttering, “The White Wolves. The king’s
13; plate and shield, morning star (2d4
elite guard. We may be doomed, but we’ll
+ poison), composite shortbow with 10
go out valiantly.”
Stolypin is a nervous wreck, having woke arrows (1d6+4 + poison);
in Griska’s body-his screams bring the
If the party chooses not to fight, they
inn’s owners and the elf Numidas to the Zandrkos: AL LE; MV 9”; hp 12; AC 2; HD
have a chance to speak to the orcs. Party
common room as well. Allow a little time 4; #AT 1; Dmg 1d6; SA quarterstaff; INT 17;
members may try to convince the orcs
for the party to gather their wits about the Bracers of Armor AC 2; Staff of lightning bolts
that the true person they hunt is not in the
exchange, to discover any still ensorcelled (5d6, 10 charges)
body Stolypin occupies, but is elsewhere.
party members-but before the party can Spells (3/2) 1st level: Detect Magic, Magic
PCs may notice that Kashen defers in
truly ask any questions about the night’s Missile, Sleep. 2nd Level: Detect Invisibility,
communication to the sorcerer Zandkros,
events, read the following. Web
and they may wish to speak directly with
him instead. Zandkros is unconcerned
While the orcs have no interest in fighting,
Suddenly, with a loud thunderous with mind switching, only with gaining
they do not back down from their position.
roar, the massive oaken door the favor of his king and Kashen obeys
Should the party attempt to form up,
explodes inward in a thousand pieces Zandkros loyally.
Zandkros casts web, cutting off the party
and smoke fills the room. As the from protecting Stolypin. He commands
smoke begins to dissipate, you see a Players should roleplay the event and
some of the orc guards to take the man
powerful orc, covered in plate armor decide what their characters do. Allow
away. The rest of the orc guard form
with a white wolf fur draped over its Charisma checks for character that choose
defense positions around Zandkros and
shoulders; in its hands is a frightfully communication over combat. Add any
fight aggressively until the guards with
jagged scimitar. additonal modifiers that seem relevant
Stolypin get away. The orcs accept the
based on information or lies given by the
party’s surrender to end the fight.
party.
The orc appears to be uncommon;
you guess this from the markings The orcs may believe that Stolypin remains Event 9, Investigating
on the armor and its calm, leveled in the inn even if the party should sneak
This event happens when the party begins
demeanor. Standing behind this orc him away. The orcs remain guarding the
to investigate the inn and looks for clues as
are ten more orcs also wearing white inn until the ruse is discovered. If the
to who exchanged minds with Stolypin and
wolf furs, there is also a smaller orc-it party is hesitant, or seems untrustworthy,
where he may have gone.
hands wrapped around a long staff. the orcs use every means possible to take
Probably the first thing the party does is
Stolypin back before their king.
look for clues on Stolypin, seeing if Griska
left behind anything after the exchange.
The dwarven proprietor and his Talking with the orcs may have several
All that is found is an empty vial, which
kin snarl bearing loaded crossbows, different results, but no matter the
contained the sleeping potion. By looking
and the elf has crouched behind a outcome, the orcs do not allow Stolypin to
around the inn, party members can learn
table, drawing back an arrow in his be taken away. The most likely results of
more about Griska, his nature and his
longbow. No one moves; these orcs speaking with the orcs are:
destination.
obviously make formidable foes.
• Charisma check failed or lie discovered:
Characters looking around outside
The orcs don’t believe a word the party
discover that it has just stopped snowing
The armored orc steps forward and said and take Stolypin back to Slaughters
and that no tracks are visible. The party
Rock. He is to be killed within 24 hours.
may decide to question the inn’s guests and
• Diplomacy check successful or lie
owners for anything that may be useful, or
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Advanced Master Adventures
explore the inn to further their knowledge. • Who is Gnep (Asper, Darer and Harer): Should the party secret Stolypin out of
Occupied rooms need permission to enter, Gnep is another person that resides at the inn or somehow fool the orcs, the orcs
and Asper protects the rights of his guests the Fang. An odd gnome, he spends discover the trick after 2d6 hours when
by not allowing the party to treat them most of his time locked away in his room the orcs enter the inn for food and some
threateningly. Asper tells party members conducting strange experiments. While he ale. The orcs then pursue the party by
looking for absent NPCs that Zenobia is appears quite crazy, he’s not evil and he’s following their trail. (See Chapter 2, Event
not to be found. regular with his rent. 2 for further details.)
• What is the Deadly Ice Tomb, and what
Referees should refer to the inn’s location
section to see what may be found in what
is it location (Asper, Darer and Harer):
Party members may ask the dwarves this
Locations
room, this also lists the occupied rooms. after they discover that the tomb may be a
The inn’s NPCs are as helpful as they can destination for Griska. The tomb is said to
be, but none will leave the inn to help their be a legend, as none has ever found it. Said The Fang, History and Overview
adventure. to be the resting place of ultimate evil and
must not be disturbed, but that is just the Nader Greyaxe, father of Asper, built the
The following information may be gleaned legend. Fang as his private stronghold. Though the
by the NPCs, and depends on the questions old dwarf made a pact with the orc tribes.
Nader didn’t fully trust the orcs to keep to
asked by the party and which NPC they ask: Event 10, Orcs Survey the Inn their agreements, and the conditions of the
• Who is the man whose body Stolypin This event happens as the orcs survey the pact have been lost in the flow of time.
occupies (Asper, Darer and Harer): Griska inn.
arrived a few hours before the party did. The orcs have made camp outside the It’s said that the Fang was built to take
He said he got lost on his way towards front of the inn. The sentry patrols have advantage of underground mines that
Areneis. He called himself a businessman, five orcs on duty at a time, one sentry Nader discovered (this mine is outside
though he was unspecific as to what kind posted outside the inn door and the other the scope of this adventure). Though not
of business. He stayed a short time in the four guards walk in pairs around the confirmed by any evidence, it is rumored
common room before retiring to his room. other sides. Zandkros has also cast detect that a dwarven wizard architect assisted
(Room 12) invisibility to make certain that none leave Nader in the Fang’s construction.
• What did Griska do while there without the orcs’ knowledge.
(Numidas): Yesterday evening, Griska The orcs have tolerated the inn, and
was meeting with Zenobia in the first- Any leaving the inn are stopped, and the for many of them now it has become
floor corridor. Numidas didn’t catch what sentry calls over Kashen and Zandkros. an unusual feature of the area that
they were saying, but Griska was very Kashen looks them over, seeing if any attracts small numbers of caravans and
interested in what she had to say. (She was disguise has been used, while the sorcerer adventurers. It is this reason that the orcs
telling Griska about the dwarven tomb, but uses magic to ensue that those leaving have not destroyed the Fang, which some
characters can only guess.) are not taking Griska’s body with them. feel the tribes could do by attacking en
• Who is Zenobia (Asper, Darer, Gnep and If nothing is detected, the orcs let the masse.
Harer): Zenobia is a solitary ranger, and characters past. If a ruse is detected, or a
a good woman. She has lived here in the disguised Stolypin tries to pass, the orcs The Fang was built in an unusual shape,
Fang for about a year and makes her living seize him immediately and take him to viewed from afar the inn resembles a
hiring herself out a guide for visitors to the Slaughters Rock, leaving the party 24 hours gargantuan fang protruding from the
inn. She is well regarded by the inn’s usual to save Stolypin. mountain cliffs. Its three-story building
costomers. has its ground floor rising slightly above
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the surrounding pass. The eastern side of Along the northern side of the room,
the inn rests against the cliff face, its other beneath a stone arch, lays an oaken
three sides exposed to the pass. A wide stretch that makes up the bar along with This room’s temperature is very low
stone stair leads to the inn’s sole entrance- some stools where the inn’s ale is served. and is usually filled with all kinds
a massive oaken door braced by a stone Behind the bar, closer to the kitchen, is a of food. The temperature keeps the
frame. large concealed drawer where two heavy food preserved longer and keeps
crossbows, a light crossbow, a bunch of away rats. Most of the foods are items
The ground level is made entirely of stone, quarrels, a battleaxe, a dwarven urgrosh, that have long shelf lives; there are
finely crafted by dwarven hands. This level and a heavy mace are at hand for the some crates of salted herring, salted
also has no windows but arrow slits on all innkeepers, should the need arise. meat and pork as well as barrels
three sides. These arrow slits make defense of good red wine. Barrels of oil are
of the inn easy, and allows the defenders to Behind the bar is a shelf lined with various sacked on a palette beneath a waxed
cover nearby areas. forms of alcohol, including the Spirit of the cloak. Crates filled with small spice
Black Dwarf. Just beyond this shelf is an jugs are found here as well. Sacks of
The first floor is crafted of sturdy oak, and area where Fang Stout ale is brewed-a large grain, flour and cereal are stacked on
has windows protected by iron bars. This bronze still and other tools are tidily stored palettes next to cases of dried fruit
floor juts out from the front of the inn, as here. along the southern wall.
does the second floor, giving the inn its
distinctive appearance. Arrow slits are found along the perimeter
A huge sunken barrel sits in the eastern
walls and are closed by an oaken scuttle.
wall. The barrel has three-quarters of its
The sole feature of the second floor is Darer The double door to the south is the sole
length in the bare rock and connects to a
and Harer’s bedroom. Over this floor, there entrance to the inn. An exceptionally
tiny stream that keeps this barrel filled with
is a pointed roof with a circular window. sturdy door of oak reinforced with
fresh water.
The window is actually a blind hole with a dwarven steel. The door is always locked,
giant axe carved into it. and never left open for any reason. A great
Along the western wall, copious amounts
wooden beam blocks the door from the
of wood is stacked alongside of crates of
All room descriptions are keyed for after inside.
tools like axes, hammers, nails, saws and
the exchange of Griska and Stolypin.
the like. These items do not block off the
Should the party explore before then, alter 2, Kitchen arrow slits.
the room descriptions accordingly.
The kitchen is Asper’s domain. He keeps
1, Common Room the room clean and tidy at all times. 4, Toilets
The two rooms are guest and innkeeper
This is the main room of the inn’s A large fireplace stands along the alike. The small rooms are always clean
ground floor, and has three stone eastern wall. Though much simpler and tidy, with crockery washbasins,
arches supporting massive oak beams than the one found in the common buckets filled with spring water and lots
above. The eastern side of the room is room, it is highly functional. A thick
made up of the exposed rock face of iron bar crosses the flames and
the mountain, and has been polished various cooking pots are hanging
to a glasslike appearance. from it. The Fang Stout Ale
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of clean towels. The hole in the floor is In the other room has a four-poster bed the event and continued writing on the
connected to a duct system dug into the with silk sheets and white fur blankets. A map. Once he returned to his room, Gnep
rocky wall. The locked doors have keys great wardrobe with finely carved doors dropped the map and started writing on
provided. covers the entire northern wall. Inside the the wall.
wardrobe there are some fine elven clothes.
5, Hallway A small desk stands against the western The map is next to impossible to find
wall, covered with sheets of parchment. unless the entire party spends six hours
There is an open space where the two Some parchments bear the royal sigil of the searching. If the party says that they are
staircases converge. Lanterns hang from elven king of Er-Nomvel. Readers of elven searching for the map, after six hours allow
the ceiling and furs cover the floor. Three guess that these papers are the credentials them to make a WIS check to see if they
arches open the north, south and west. of elven ambassador Numidas El-Norvel. discover the map. Characters searching
for the map after visiting Zenobia’s room
6,7,8, PC’s Room 10, Gnep’s Apartment and uncovering her special colored papers
(slight pink hued) allows a WIS check (+3)
These tidy and clean rooms are for the per character every hour. If successful, give
The first room to this two-room
party. Each room has a wardrobe, a chest, the players Handout 1.
apartment is a mess. A mass of paper,
two beds and a small desk with three
strange unfinished objects and other
chairs. White furs carpet the floors near the The second room is dominated by a huge
materials are amassed in the corners
beds. Small fireplaces, already lit, warm mechanism. The “Nut Tron,” as Gnep
and litters everywhere else. The walls
the room. Each bed has a few towels lying calls his machine, is an ensemble of metal
are covered by paper and parchment
on them. A single window, with strong pieces, nails, wooden boards, ropes, gears
bearing projects, drawings, sketches,
iron bars and two oaken scuttles, decorates and springs is ran on an engine based on
formulas, nonsensical writings and
each room’s wall. The scuttles can be vapor (another Gnep produced invention).
the like. Even the floor and part of
closed from the inside with an iron bolt. The Nut Tron is designed to automatically
the ceiling bear the same things,
The rooms have their keys in the door’s crack the shells of nuts, and Gnep is trying
scratched with coal and chalk.
keyhole already. to get the machine to work properly. His
current results have been nuts crushed into
9, Numidas’ Apartment If not driven elsewhere, Gnep is here and dust and sections of exploded machinery,
does not give much attention to the PCs. which has caused him to rebuild.
This is a finely furnished, two-room Gnep is intent on designing something
apartment. The air is touched by the scent vitally important. Lying forgotten in the corner is a sack
of distant woods. containing 500 platinum pieces.
Within this room, there is a single sheet of
The first chamber is a parlor, two soft
paper with a map to the Deadly Ice Tomb. 11, Zenobia’s Room
Drawn by Zenobia, Gnep managed to
couches and some armchairs covered
obtain this map while he was asking for The door to Zenobia’s room is locked
in deep blue velvet. A small table is in
some ink from Zenobia’s room last night. and she has taken the key with her. The
the center of the room, topped with a
room appears clean and tidy. There is a
small silver brazier from which a tiny
While Zenobia was getting the ink, Gnep wardrobe, bed and desk with a wooden
tail of smokes emanates. The floor
was struck by a fantastic formula that he chair. A chest sits at the foot of the bed. Hot
is covered by a colorful patchwork
had to write down immediately using the coals are seen in the room’s fireplace.
of furs. Along the eastern wall, an
only piece of paper available-the map-and
ornate fireplace hosts a small still-
part of the desk. Gnep was kicked out In the wardrobe there are some clothes,
burning fire. The walls are adorned
by the enraged Zenobia, the map being but nothing more. The bed is made and
with tapestries depicting ancient
thrown behind him. Picking up the map, orderly. The chest is locked (Open Lock DC
dwarven battles.
Gnep forgot almost immediately about 25) and contains a leather armor wrapped
12 DEADLY ICE
Advanced Master Adventures
12, Griska’s Room A large iron grate stands next to the pool
Fang Pricelist where heated rocks are placed to dry linen
This room is locked and Griska currently that hangs above it on wires that cross the
Drinks (per mug or glass) has the key. Griska left the room hurriedly room. The room is steamy and the floor
Ale, common 5 cp to avoid detection and took only things slightly slick.
Ale, strong 6 cp he considered essential. In this messy
Ale, Fang Stout 8 cp room are a bed, chest, desk and wardrobe.
Wine Red Ruby 2sp 16, 17, 18, Empty Rooms
The doors of the wardrobe are open, the
Wine White 3sp
chest lies upside-down and blankets are These inn rooms are being refurbished,
Spirit of the Black Dwarf 1gp
scattered across the floor. Something has some work is done to polish the stone and
Food (per portion) been burned in the fireplace, but all that oil the wooden walls. These rooms have
Salted Herrings and vegetables 4sp remains is ashes. their windows open, while keeping the
Mountain Goat with spices and honey 5sp room well ventilated; it also makes the
Seasoned cheese and dry fruits 5sp Near the wardrobe, some clothes are rooms impossibly cold. Keys to the doors
Salted pork in red wine 6sp dropped on the floor. In one of these are found in the doors’ keyholes.
Porridge 1sp clothes pockets a small notebook can be
Almond Pie 1sp found; hand the players Handout 2. 19, Harer and Darer’s Bedroom
Lodging (per night)
Two beds room 2gp
13, Asper’s Room (Not mapped)
This bedroom is clearly divided into two
Four beds room 3gp
This is the innkeepers’ room. The room areas, one clean and tidy while the other is
Single bed room 1gp
is actually made of two stories, as a little a mess.
Suite (two room) 5gp
wooden staircase leads up to Room 19
where Darer and Harer sleep. The room The tidied area belongs to Harer. Near the
is very comfortable and furnished in true tidied bed is a stack of books taken from
in an oiled cloth, a short sword is kept dwarven style. A four-poster bed lies Asper’s room. A footlocker contains some
keened and a small pack contains some against the western wall, between the two clothing, a vial of blessed water and a holy
herbs. The herb is myreoma, if swallowed windows. symbol of Urmaus (a dwarven god).
it cures 2d4+5 points of damage and there
are five doses. This equipment is Zenobia’s Two large bookcases are found along the The other area is Darer’s. Scattered across
reserve gear. southern and northern walls, containing his bed are clothes and a dwarven flute lies
books on various philosophies. These on a pillow. Darer’s area is only messy, not
Found on the desk are quills, a bottle of books once belonged to Asper’s father, dirty.
sepia ink but no papers. If the characters Narer. Party members looking for
closely examine the surface of the table, information about the “Deadly Ice Tomb” The ceiling contains a locked trapdoor and
a successful Search check (DC 15) reveals must spend an hour and make a WIS check leads to a small loft above. Asper holds the
that the surface has been scratched with (+2). Success brings the party Handout 3, key to this lock.
strange writings and mathematical failure results in an hour wasted fruitlessly.
formula. This was the work of Gnep in his Characters may attempt another search, 20, Loft
visit last night in his frantic desire to write but each search takes up an hour worth of
down his flash of insight (see Gnep’s Room time. (Not mapped)
for more details), this clue could lead the This loft stores the various effects of the
party to search Gnep out and question him. An oaken footlocker at the foot of the bed Greyaxe family. Many of the items belong
contains all of Asper’s clothing. A suit of to Asper’s dead wife. The room is cold and
Zenobia’s desk has two drawers, both dwarven-sized full plate armor stands in damp.
closed and locked. In the first drawer, one corner of the room, well maintained
several maps are gathered. These maps by Asper himself. A collection of dwarven
are of the surrounding area, each drawn weapons hangs from the eastern wall. The Chapter II,
by Zenobia’s hand. While each map does small stone fireplace in the room is always The Deadly Ice Tomb
not have labeling that would help the burning to heat the room.
party looking for possible destinations, the
maps may prove useful once they have
Background Information
14, Storeroom
discovered Griska’s destination. Every map The legend that the party may have learned
is on pink hued paper. The door to this room is always locked, the is mostly true. What this legend does not
The second draw contains piles of blank keys are held by the innkeepers. Stored in say is that the royal vizier named Sargun
paper of the usual pink hue. Party this room are items that are used in the inn was an evil necromancer. He defeated the
members looking for sheets that may have on the numerous shelves-blankets, towels, evil King Grebdax, sending him through
been under another sheet while it was sheets and pillows. There are additional the gate for the sole purpose of controlling
being written on making a successful WIS pottery, mugs and some chairs. and using him later.
check (+4) find a sheet that may be useful.
Rubbing a pencil or bit of charcoal over 15, Laundry Having been turned evil by a powerful and
the sheet reveals a mess of nonsensical dark entity, the king and his guardsmen
writings (Gnep’s formula) and one name A pitch-coated wooden pool is kept in would become powerful undead at
in a different, clearer hand, “Deadly Ice this room. Ten feet in diameter and about Sargun’s command after their death.
Tomb.” five inches deep, the pool is emptied into Sargun, after the defeat of the king, ordered
a small duct in the northern stone wall.
DEADLY ICE 13
Advanced Master Adventures
the dwarves to build the Deadly Ice Tomb. fleeing, Griska darts toward the king’s orcs allow no chance for explanations or
The necromancer instructed a group of crypt blocking the door behind him. misleading information. Should the party
benevolent dwarven clerics on how they Knowing now not to touch the Stone, is battling other foes, the orcs single out
were to keep the bodies of the king and his Griska explores the crypt, looking for a party members, trying to defend Griska’s
guard once they were dead. good place to rest and regain spells so he body-whether the party has completed an
may avoid the undead that hunt him. exchange of minds or just have Stolypin
Sargun planned on keeping the undead tagging along in Griska’s body. At the first
king and his retinue in stasis until he could Should Griska flee, the adventure may be opportunity, the orcs take the thief’s body
find a way of controlling them. Everything over. Referees may have Griska captured to Slaughters Rock for execution. Should
unfolded according to Sargun’s plan: the outside the tomb and taken to Slaughter’s the party surrender the thief’s body, the
bodies were entombed in five different Rock if the orcs have not taken Stolypin orcs take him away.
crypts, the magical stasis stones were especially if Zandkros is outside Crow’s
placed in these crypts, and the dwarven Rock. Referees may change the plot enough Event 3, Griska’s Tactics
clerics, unaware that they played into the that the adventure could continue with
necromancer’s plan, set the stones and Chapter 3. Use this event when the PCs encounter
magically sealed the tomb. Griska in the dungeon.
Event 2, Pursuing Orcs Depending on where the party encounters
Sargun remained at the tomb complex Griska, he reacts to best suit his plans.
in his room trying to create a magical This event happens should the PCs have
item that would control the undead king. left the inn with Stolypin. Room 20: If Griska is encountered here,
Unfortunately, the clerics discovered the Should the party decide to take Stolypin it may mean that it is the first day of
plot and faced the necromancer in an epic with them, the orcs pursue them. Referees pursuit. As he has used many of his spells
battle. At the end, both the clerics and should determine when the orcs realize and resources, referees must account for
necromancer lay dead. that the party has taken Stolypin. Typically, this usage in Griska spell availability.
the orcs examine the inn every 2d6 hours Of his repertoire, he has used web in his
Events to be certain their detainee hasn’t fled the
building. Should Kashen or Zandkros
fight with the snow troll, other spell used
may include: an invisibility spell, to avoid
decide to inspect the inn themselves, if detection at the inn; two gaseous form
Event 1, Griska’s Actions could be even earlier. potions, both in the dungeon and inn; and
an hold person spell, to make certain his
These actions happen when Griska and The orcs do not waste time killing the inn escape was easy. Should he have not had
Zenobia arrive at Crow’s Rock, about two inhabitants nor do they interrogate them. difficulty leaving the inn, most of these
hours from the time they left the Inn. Zandkros knows that his body will be spells are still ready for use. However, in
Griska plans on laying low before making sacrificed at Slaughters Rock should he not his battle with the snow troll, Griska has
his way to the city of Areneis. He and the bring the murderer before the king, so the taken 15 points of damage and now is
ranger arrive at Crow’s Rock and discover orcs set out after the party. currently at 35 hit points.
the passage behind the frozen waterfall;
heading inside, a snow troll in the Referees should determine how much time If Griska hears the party approaching or
passageway ambushes them. They force the orcs take to get to the tomb. The party fighting from outside the door, he quietly
the troll to retreat to his lair, but the pair may have hidden their trail, but because unblocks the door. Hiding behind one of
is injured and does not pursue. The two of the recent snowfall, this is no easy task. the statues. As the party enters the room,
then cross the bridge, but half way across, PCs may try walking along the rocky edge he casts unseen servant from his scroll and
Griska stabs Zenobia and pushes her over of the mountains, its crags and fallen rocks. lifts the Stone of Agamath from its socket,
the bridge. In this manner of travel, picking up their hoping to escape as the party deals with
trail have a modifier of -30% for rangers. the icelord.
Griska then heads into tomb’s actual Those characters using spells (such as pass
entrance, looking for a quick route to take. without trace) leave no trial until the spell’s Characters could hear a low muttering
In learning that the northern entrance is duration ends, when they start leaving off to one side where Griska is casting
magically protected, Griska doesn’t want a trail again. In the latter case, the orcs the spell. Party members not close to the
to press his luck. He drink his gaseous form separate into teams of four, each group silver statue with the Stone could see the
potion and moves through the portcullis, searching in the cardinal directions in stone moving towards the hidden Griska.
beginning his search for a safe spot to hide. circling form until they discover a trail. Catching the Stone, Griska makes his
Griska avoids the guardians, and moves way out of the room, possibly knocking
through the keyhole leading into the king’s Should the orcs discover the entrance to over something to prevent the party from
chambers. the tomb, Zandkros and five other orcs following to close on his heels. If this tactic
remain outside to ensure no one escapes is unavailable to Griska and he is closed
Spending about an hour in exploration, without notice. Kashen and the remaining in on, he casts web to delay the party,
Griska eventually drinks another gaseous orc guards enter the tomb, looking for the attempting to flee. Griska fights only if
form potion (if available), finds the secret party. They continue following the party’s cornered.
trap door and leaves the room. He explores trail, eventually either catching up with the
the corridor, and enters two of the crypts party or facing some of the enemies that Griska uses the Kuk Globe as a last resort,
(19a and 19b). Knowing nothing of the the party sneaked by. and only if Stolypin is with the party.
tomb’s history, the thief grabs two of the If Griska sees his defeat, he lowers his
Stones of Agamath. Upon leaving the two When the orcs encounter the party they head in surrender and places his hands
crypts, Griska spots the awakened ice attack, whether or not Griska is with them- in his pockets. As he utters the command
warrior and realizes his mistake. Quickly either in Stolypin’s body or his own. The phrase-“All I need is your body, all you
14 DEADLY ICE
Advanced Master Adventures
need is my mind”-he returns to his original Characters could walk next to the rocky dungeon have enlarged it so that they may
body, hoping to surprise the PCs and flee. cliff face, hanging to it with hands or exit easier and hunt.
Characters that read his notebook may pitons and rope. If the party travels just by
know the meaning of the phrase and may clinging to the rock face, they must make 2, The Dark Trail
guess what Griska is attempting. Griska Climb or DEX checks to avoid falling.
only uses this tactic is desperation, as Using climbing gear, allow the party to This tunnel leads into the mountain about
it leaves him without his possessions- avoid the check. The distance from the 100 ft. The passage seems natural, even
spellbook, components, and even the Kuk shore to the waterfall is roughly 120 ft. if the floor has been frequently used. In
Globe. In his own body, Griska realizes that ancient times, the dwarves used this tunnel
he again is the target of the orc’s hunt. Hidden behind the waterfall is a passage. to carry materials and tools for building the
Characters looking at the ice flow near the tomb complex.
Any Other Room: Should Griska be passage notice that the ice there has been
encountered in any other room this may chipped away. The snow trolls living in the The tunnel floor is covered with mud. A
mean that a day has passed. He regains
his spells and some hit points, fleeing from
Room 20. Griska attempts to follow the
same path out as he did going in, but first
explores a little in Room 17. Griska ends his
Snow Troll
gaseous form as he enters Room 10.
Locations
These locations are described as if Griska
has passed through the area before
the party. Referees should adjust the
descriptions should this not be the case.
Unless otherwise noted, all areas are dark
and the party may have to use their own
light sources.
DEADLY ICE 15
Advanced Master Adventures
WIS check reveals various footprints in bearing fiery torches or other open flames The footprints continue across the bridge,
the mud. Another WIS check discerns the receive a snow troll’s breath as it tries to but halfway only a single set of footprints
types of footprints and other information. extinguish the offensive flame, it then remains. Searching the area where the two
Two human-sized footprints lead further jumps in the midst of the party and attacks. sets end they find some traces of blood
inward and several larger sized footprints on the right-side handrail. This is where
lead outward. Snow Troll: AL CN; MV 12”; hp 28; AC Griska attacked Zenobia and pushed her
4; HD 4+4; #AT 3; Dmg 1d6/1d6/1d4; SA over the rail.
The larger sized footprints belong to Blinding breath; SIZE L.
four snow trolls that went hunting in Zenobia lies at the bottom of the crevice,
the morning, they return at sunset. The The upper cavern is the snow trolls lair. unconscious. Every hour the referee
human-sized footprints belong to Griska There are few bones scattered in the floor should roll to check if Zenobia regains
and Zenobia. as the trolls throw their remaining meals consciousness (1 in 10 chance). If she does,
into the crevice (Location 4). Three rough she cures herself (with Myreoma), climbs
Halfway down the passageway, two side beds lie near the cavern walls. Under one out of the crevice and heads back to the
tunnels appear on opposite sides of the there is a small sack containing a moss inn. Referees should also determine if she
tunnel. Characters may discover evidence agate (8gp), 40 gp, and a potion of cure light encounters the PCs during these action.
of a fight and some reddish blood in the wounds (eastern cavern), or a golden yellow Should Zenobia not wake in 8 hours,
mud and on the wall. Griska and Zenobia topaz (500gp), two tiger eye turquoise she falls victim to the whitemonks (see
fought a snow troll here (see Location (7gp), and a potion of sleep (western cavern). Location 5).
3). The humans’ footprints continue
northward, and the other sets of footprints Along the northern side of the cavern there The characters should be able to guess that
split equally down the two side tunnels. is a pile of stones, bones and wood that something has happened here, but in order
seem to fill in a hole in the wall. The trolls to see Zenobia’s body, they must have a
3, Snow Trolls Lairs sealed a passageway leading into the tomb light source capable of lighting the crevice
complex so that they could avoid being bottom.
Three snow trolls dwell in this cavern. attacked by the undead and other creatures
Every day at dawn, two snow trolls go out that dwell there. It takes a half an hour of The crevice floor is littered with thousands
to hunt. One troll remains to defend its work to clear the passageway. of bone. Here is where the snow trolls
cavern. throw the remains of their kills, some with
4, The Crevice bits of flesh still on the bone. The smell of
The cavern is dark and empty save a great decay is strong in the air. A small passage
hole in the ceiling-the true lair of the snow The dark trail ends at a stone bridge. This to the northeast leads to a small cave
troll is in this second story of the cavern. As bridge crosses a large crevice, the bottom (Location 5) where a nest of whitemonks
the trolls are great climbers and jumpers, of which lies 40 ft. below. Obviously of dwell-they feast on the remains tossed
they usually cling to the hole’s edge and lift dwarven manufacture, characters can down by the snow trolls. Currently, several
themselves up with their powerful arms, see the perfect stone joints and superb of these disgusting creatures are waiting
exiting has them usually jump down with stonework. Two handrails on the bridge for Zenobia to die before feasting on her
no damage. The hole is about 10 ft. from are carved with grim-looking dwarves remains. From the bridge, a low, saw-like
the cavern floor and has a diameter of 15 that raise a stout wooden beam over their sound can be heard.
ft. Characters looking into the darkened heads. The stones of the bridge resemble
hole need to make WIS checks to notice the axeheads that cross each other. The ceiling Whitemonks stay away from light sources,
remaining troll. is 30 ft. above the bridge and the walls are but they swarm if they see their food being
rocky and rough. Characters attempting to taken away.
The snow troll hides in the shadows of the scale the walls face a Climb check or a DEX
upper cavern and waits for the party to check. Whitemonks (15): AL LN; MV 6”; hp 2
enter, having detected them by scent. Any each; AC 6; HD 1-4 hp; #AT 1; Dmg 1d2;
SA Swarm; SIZE S.
5, Whitemonks’ Lair
A narrow, 2 foot wide, passage runs 20
ft into a small cave. This cave is the lair
of the disgusting whitemonks. There are
numerous bones scattered over the floor
and the smell of decaying flesh floods the
stagnant air. Characters entering this cave
16 DEADLY ICE
Advanced Master Adventures
require a poison saving throw (+5) to keep The runes facing west say, “Come with us, To the east, where the king and his
them from becoming nauseated. and pray to Urmaus the Stoneforger. We are the lieutenants were imprisoned awaiting
builders of the stone and keepers of the secret their demise, stands an iron portcullis and
Whitemonks (15): AL LN; MV 6”; hp 2 forge.” The inscriptions facing north read, another room and raised portcullis can be
each; AC 6; HD 1-4 hp; #AT 1; Dmg 1d2; “An ancient dead evil rests here. Dwarven law seen through the bars.
SA Swarm; SIZE S. cannot be ignored and we keep the one once Those following the footprints here notice
great king. His name once opened the doors, that they are harder to detect as the room is
6, Entrance Area now these doors must remain shut.” The runes no longer muddy. The footprints circle the
facing the east read, “The last days of evil pool several times before vanishing. Griska
Past the bridge, the path widens and a high were spent this way. A regal life still deserves a used gaseous form and traveled through
ceiling cavern is revealed. regal death.” the portcullis.
7, Way Room
Once the entrance room for the tomb
complex, this circular room is made of fine
stone. In the center of the room stands an
empty circular pool, ten feet in diameter
with a stone edge rising two feet above the
floor. Along the edge, dwarven runes can
be seen.
DEADLY ICE 17
Advanced Master Adventures
One of the keys on the key ring of each rotten, and crumbles to the floor once 14, Common Room
guardian opens a door to the rooms in touched. In this room there are four chilling
Location 9. Along the north wall there is a ice key guardians, they attack those who This room was both the kitchen and cantina
panel disguised as one of the wall bricks enter the room. for the complex. A large fireplace lies along
(Find Traps or WIS check). Once opened, the southern wall. A long wooden table
the panel reveals two rusted levers. One of Ice Key Guardians (4): AL NE; MV 9”; hp occupies the center of the room, over which
these levers is raised and jammed-broken 14; AC 6; HD 3; #AT 1; Dmg 1d8 (keyring lies scattered pottery. Some shelves hold
beyond use, this lever once controlled the slam); SA Blocking Ice. bronzed plates, rusted kitchen utensils and
eastern portcullis. The other lever controls the like. The fireplace flue runs out of the
the western portcullis, but after raising the In the key ring that they hold, keys to the mountain, after climbing 200 feet.
portcullis, the mechanism jams keeping the Armory (Location 12) and the brass key to
portcullis in a raised position. the King’s Chambers (Location 10). 15, Temple of Urmaus
9, Lieutenants’ Chambers This chamber was once the guards’ quarters. This was once a small temple dedicated
Remains of eight wooden beds are visible to the dwarven god Urmaus. Two rows of
Each of these chambers once housed along the floor. Some footlockers are found finely sculpted pillars support a vaulted
King Grebdax’s lieutenants. Each room is throughout the room, one of them (referee’s ceiling, nicely crafted by dwarven hands.
seperated into two areas: a parlor and a choice) contains three steel vials with On the floor, before the entrance, where the
bedchamber. The doors to these rooms are potions of cure light wounds. The potions corridor ends, there is a phrase sculpted
made of stone and are locked except for the are old but still usable. (in common): “Welcome to the house of
door to Location 9A, which lies broken on Urmaus, if you do not belong to our race,
the floor. Each door has a covered peephole 12, Armory please stay out.”
that may be opened on the outside.
A locked stone door protects the ancient On the north wall there is an alcove where
Each parlor has dusty remains of once armory. The armory is well-preserved, even towers a statue of a heavily armored dwarf
luxurious furniture, rotten wooden though many things, especially items with who holds a warhammer raised over his
armchairs, shelves with books that crumble wooden parts, have crumbled to dust. Two head, as if he was hitting the anvil that
to dust once touched, and brass bars that racks can be found holding weaponry, while lies before him. The lifelike statue is 30ft.
once held ornate tapestries affixed to the another holds armor. tall and seems to scrutinize everyone
wall. Each bedchamber has a four poster enters the room. The statue is made of
bed rotting in the center, along with some The two racks with weapons are still hard brown stone with marble and granite
armchairs and other useless furniture. functional and contain: two battleaxes, inserts. The warhammer it wields is false.
a battleaxe masterwork (+1 to hit), two The hammerhead is made of painted
In Location 9A, the parlor has a crack in the dwarven battleaxes, three warhammers, a wood as it is the haft. The haft is painted
southern wall. This crack leads to Location longsword +1. too and it is actually a Staff of Agamath
3, where the snow trolls have filled in the (see New Magical Items section). The
crack near their lair with bones, rocks and The armor rack contains still wearable but evil necromancer Sargun hid his magical
other material. It takes half an hour worth all dwarven sized suits of armor: three suits artifact here, fearing his plot has been
of work to clear the passage. of chainmail, two masterwork chain shirts discovered. However a mere sight it is not
and a chain shirt +1. enough to notice the difference between
10, King’s Chambers the wood and the stone. A character must
13, Clerics’ Rooms touch the staff or the hammerhead to
The stone door leading into this area is discover it.
locked. The key to this door, a large brass These chambers once lodged the cleric
key, is found in the hands of the ice key that guarded the king until his death. The statue is protected by an ancient
guardians in Location 11. The interiors of these rooms are covered spell used by the Urmaus Clergy. Any
with dust, but almost intact. In each room time a non-dwarf touches the statue a
These chambers were the king’s, and are there are small beds, wardrobes, desk, shimmering image of the statue itself seems
similar to those of his lieutenants, except bookshelves and a couple of armchairs. The to overlap the statue; the image shouts:
that someone has recently searched the wood is rotted, but remains upright until “blasphemous!” and drops quickly his
rooms. Tracks are evident on the dust- touched. Papers found here crumble into warhammer on the head of the unfaithful.
covered floor, Griska ended his gaseous form dust when handled. The target must make a saving throw
here after entering through the keyhole. vs breath weapon or suffer 2d8 points
In the bedchamber, the characters notice In the corner of the rooms, there are small of damage. The hammer is a spell, and
that the wardrobe and bed have been stone altars with a carved bas-relief. This continues to hit the target until he is no
moved and partially destroyed. Against the relief depicts a giant, heavily armored dwarf longer touching the statue. When the statue
western wall on the floor is a tile that hides holding aloft a great warhammer. Several is no longer touched the image fades and
a dusty passageway that has been dug dwarven figures are kneeling and praying disappear. Multiple touchers trigger always
with bare hands. The passageway leads before the dwarven giant. A dwarven rune one “attack” per round, the referee must
to trapdoor in Location 18. It was dug by reads, “Urmaus, the Stoneforger.” choose randomly the target.
the captive king in an unsuccessful escape
attempt before his death. Room 13D has a crack in the southern wall The haft is fastened to the statue hands
that leads to the westernmost snow troll by a series of painted wires, using a lasso
11, Guards’ Quarters lair (Location 3). A footlocker in Room 13C to grab the stick and pull it down is not
contains two stoppered potions of resist cold. enough and might result in breaking the
The wooden door of this chamber is almost staff.
18 DEADLY ICE
Advanced Master Adventures
On the north wall, disguised a bas-relief, and over the doorway lays the skeleton of rubble and debris. However a secret niche
there is a secret door, behind the door an armored dwarf, the last good cleric. The can be found on the west wall. The niche
there is a small corridor that leads to the room shows the signs of an ancient fight. has a trap, an hail of needles. Anyone
necromancer room. A thick layer of dust covers everything attempting to open the niche without
and many broken objects lie scattered disarming the trap must save vs breath
16, Sargun’s Room over the floor. Scars and burns appear weapons or suffer 2d4 points of damage
everywhere: on the walls, on the floor and from needles.
This was once the room of the evil on the ceiling. Over the north wall there
necromancer. Here happened the last epic is a large black burn and on the floor near Inside the niche there is a book and two
fight that ended with the death of both the it lays many pieces of broken furniture: scrolls. The first scroll is a letter, written on
necromancer and the good clerics. Four the necromancer remains. In various spots yellow paper, probably intended for one of
clerics entered the room, surprising the of the chamber may be recognized the the Sargun’s minions which has never been
necromancer and attacking him. The evil remains of other three dwarves; of these sent. The other scroll is a fireball. The book
wizard fought as a wildcat, even trying to three bodies remains nothing but a pile is one of the necromancer’s spellbooks.
maim a cleric with his bare hands. At the of burned bones and melted armor and The book contains an explosive runes spell
end, only one dying cleric remained and weapons. on its first page. A dispel magic is needed to
the very badly injured necromancer. The neutralize the spell. The spellbook contains
cleric put all his strength in his last spell The armored dwarf wears dwarven ten spells chosen by the referee.
and turned the necromancer into dust; plate mail and still grasps in his hand
but the effort slew the cleric who died few a warhammer +1; in one of his pockets a If the PCs read the letter and are able to
seconds later. potion of cure light wounds may be found. comprehend dwarvish, give to the players
the Handout 4.
The door of the room is still broken open Nothing more remains of the room except
17, Corridor of Lore
Ice Warrior The temperature in this area is below 32 F.
Two rows of finely carved pillars run as far
as the eye can see. A thick layer of dust lies
untouched on the floor. The walls of this
corridor have many bas-relief carvings that
present the tale of King Grebdax.
Zandrkos Kashen
brother and tends to be overprotective Zenobia (Human, 6th level ranger) :����
AL and has a cat-like grace, fighting with two
of his sibling-he sees this as his duty as a CG;�������������������������������
AC 5; MV 12”; AT 2/1; DMG 1d8 weapons like a dancer.
good, courageous warrior. (longsword); SA +6 damage vs humanoids;
HP 45; STR 15; INT 14; WIS 14; DEX 16; Numidas (male elf magic user 3rd level):
During the day, Darer and his brother clean CON 15; CHA 14. AL LN;�����������������������������
AC 9; MV 12”; AT 1; DMG 1d4
the inn and tidy rooms. Possessions: Longsword, dagger, studded (dagger); HP 10; STR 9; INT 17; WIS 12;
leather, two doses of Myreoma. DEX 16; CON 10; CHA 16.
Harer Greyaxe (Dwarf, 3rd level fighter): Spells (2, 1): 1st Level: detect magic, unseen
AL NG������������������������������������
; AC 7 (studded leather); MV 9”; AT Zenobia is a fierce northern woman. servant. 2nd Level: Detect evil
1; DMG 1d4 (warhammer); HP 26; STR 15; Abandoned at a monastery as a newborn, Possessions: Spellbook, dagger, 200gp
INT 17; WIS 11; DEX 8; CON 16; CHA 9. she was raised by the merciful clerics
Possessions: Heavy mace, leather armor, there. At age 18, she decided to travel and Numidas is the elven ambassador from
heavy crossbow. make her own way in the world. Soon she El-Nomvel. Having spent lived previously
discovered that she favored solitude, often in the elven realm, Numidas has had his
Harer is Asper’s timid youngest son. wanting to make lengthy trips across the golden sphere broken by his father’s- the
Though he rarely speaks, he is a good mountains and stay in touch with nature. old and more cherished ambassador- horse
worker. His secret wish is to become a Though solitary by nature, she is not above accident as he was then forced into the role
monk and retire to the cloister to study having good company while traveling of ambassador.
ancient tomes. An introvert, Harer dislikes about in the wilds.
large crowds, which the inn is well suited Thrown into the troubling outside world,
for due to its location. Harer spends Casually, she discovered that the Fang was Numidas has fought with courage the
most of his free time in his father’s room, perfect for her lifestyle. She could stay at obstacles that loomed in front of the
reading through the collection of his the inn while exploring the surrounding fledgling ambassador. Now his task has
grandfather’s tomes. areas, offering her services as a guide. been made harder: forging an alliance
When not with a customer, she spends her with the dwarves of Kurum-Dam. The
Harer is small for a dwarf and not as tough time scouting the area and making maps. task is difficult as the elven realm has
as his brother is-tending to protect himself Recently, she’s discovered the entrance to ignored the dwarves’ problems and
in a battle, but he doesn’t hesitate to fight the famed Deadly Ice Tomb. (At the time of looked down upon them. Even Numidas
in order to save his family. His short brown the adventure, she discovered the long lost himself doesn’t like the dwarves, so his
hair and beard are flecked with red in tomb the previous day and has drawn a task is multiplied.
places. Harer finds himself annoyed by his rough map [see Chapter 1, Location 11, for Slender, but not very tall, Numidas has a
brother’s protective nature. details].) clean face and deep-blue eyes. He keeps
his golden hair held with an ornate, silver
During the day, Harer helps his brother An attractive woman of 35 years, Zenobia circlet. Though his inexperience with
clean and tidy rooms in the inn. At night, has long black hair flowing freely over other races makes Numidas seem rough
he may be found in the common room, her shoulders and deep-green eyes. and arrogant; this stems from his fear
serving drinks. Too trusting of people, her good nature that he feels towards other races and the
sometimes gets the best of her. She is agile unknown.
24 DEADLY ICE
Advanced Master Adventures
Gnep, (male gnome 2nd level illusionist): Spells (3/2) 1st level: Detect Magic, Magic at execution, he doesn’t let this mindset
AL CG; AC 10; MV 9”; AT 1; DMG 1d4 Missile, Sleep. 2nd Level: Detect Invisibility, hamper some situations. He enjoys combat,
(dagger); HP 6; STR 8; INT 15; WIS 10; DEX Web and when he spies a worthy opponent, he
16; CON 10; CHA 8. tries to measure against them in combat- so
Spells (2): 1st Level: color spray, phantasmal The subtle and vicious counselor of King long as it doesn’t interfere with his orders.
force. Kdank, Zandkros serves his king as best
Possessions: Spellbook, dagger, 10gp, chalk he can and never avoiding any occasion or Kashen is a very tall orc with broad
and board. task that pleases the king. He loves to issue shoulders and noticeable attitude. His
orders and he has done everything that fierce, level gaze has raised fear in the
Gnep is the inn’s resident genius, or at least he can to gain control of the king’s army. minds of many foes. His lengthy black hair
that’s what he says-several of the others Though it took many years, he has become is worn in a big ponytail.
believe him to be completely mad. No the effective commander of the army.
one knows where he came from, not even
himself- as he forgot where. Gnep stays Zandkros is tall, but his body has been
New Magical Items
at the inn because he remembers being twisted by past suffered spells. Bald and
driven away from every place that he can having no beard, Zandkros’s face is crossed The Kuk Globe
remember. He uses a treasure bag to pay by several scars and burns. These scars are
for his inn room and experiments. heaviest on the left side of his face, where The Kuk Globe is a powerful minor artifact
Currently in the midst of designing a they leave his yellowed teeth uncovered. designed by a long dead wizard in search
complex machine- one which occupies of immortality. The globe is a perfect
an entire room to itself-Gnep is an absent Neither impulsive nor witless, Zandkros sphere of red-glowing crystal about four
minded figure, constantly drawing, tends more to think first then speak- an inches in diameter. All around the sphere,
making notations, when not focused on his unusual trait for one of his race, but this engraved in the crystal, is a phrase written
machine. Even talking about other subjects trait has brought him far in the tribe’s in common: “All I need is your body, all
has him up and doodling within seconds, hierarchy. you need is my mind.”
on his arm, tabletops or any scrap of paper
he can get hands on. In his distracted Kashen: AL LE; MV 9”; hp 43; AC 1; HD 6; The globe has the amazing power of
state, he has even has a copy of Zenobia’s #AT 1; Dmg 2d4+4; SA poisoned morning exchange the mind of two people (the
tomb map (see Chapter 1, Location 10, for star. STR 18/76, DEX 16, CON 16, CHA owner of the globe and a target). The Kuk
details) though he doesn’t know about it. 13; plate and shield, morning star (2d4 Globe only works if another creature with
+ poison), composite shortbow with 10 the identical physical abilities (Str, Dex,
Gnep is very pale and slim, with a big arrows (1d6+4 + poison); Con) is within 120 ft. When such person is
nose and peering small eyes. His lengthy within range, the globe glows and the face
unkempt beard has a habit of tripping Kashen is commander of the king’s elite of the possible target appears in the globe.
him up. Gnep stays as much as he can guard’s- called the White Wolves. Beneath Pronouncing the engraved phrase, while
in his room- if forced to another room, Zandkros in commanding the king’s army, staring at the figure in the globe, is enough
he begins to scribble away with writing, Kashen once had a rivalry with the vicious to trigger the magic. No saving throw is
mathematical calculations. If it wasn’t for sorcerer. Ending the power struggle by allowed and the transfer could provoke
Harer- pushed by mercy- he would even marrying Zandkros’s daughter. some disorientation in unsuspecting
forget to eat. subjects (confused for 1d4 rounds). The
Few things trouble or frighten Kashen, transfer is instantaneous.
Zandrkos: AL LE; MV 9”; hp 12; AC 2; HD brutally hard with his justice and iron
4; #AT 1; Dmg 1d6; SA quarterstaff; INT 17; fisted with his rules. Though he may relax The target and the owner exchange
Bracers of Armor AC 2; Staff of lightning bolts in the joviality of his soldiers, he doesn’t let immediately all the non-physical abilities
(5d6, 10 charges) this get in the way with his orders. Good of the owner (Int, Wis, Cha). Any class and
class dependent benefits transfer with the
mind. Any racial or physical ability (such
as a different movement, or Darkvision)
Staff of Agamath remains with the original body.
No. of
Stones Effect Duration Furthermore, the Kuk Globe also grants a
nondetection aura that envelops itself and
1 3 HD of undead creatures, no two of which can be more 1 minute; its owner.
than 30 ft. apart;
2 6 HD of undead creatures, no two of which can be more 2 minutes; The Staff of Agamath
than 35 ft. apart;
Designed by the evil necromancer Sargun,
3 9 HD of undead creatures, no two of which can be more 3 minutes; the staff controls undead while using the
than 40 ft. apart; Stones of Agamath. The staff appears to be a
simple, wooden staff about 5 feet long and
4 12 HD of undead creatures, no two of which can be more 4 minutes; I inch thick. When wielded two handedly,
than 45 ft. apart; silver magical runes appear on its surface.
5 15 HD of undead creatures, no two of which can be more 5 minutes; Using read magic spells allows the caster to
than 50 ft. apart; read the command phrase, “By the power of
Agamath, I command you.”
DEADLY ICE 25
Advanced Master Adventures
Near the top of the staff, there are five While hunting during daylight hours, remains of carcasses left behind but other
sockets. Each socket can hold one of the snow trolls hide in snowdrifts and cliff larger creatures. A cowardly beast, the
Stones of Agamath, but based on the number walls, waiting for they prey to pass. Snow whitemonk fear light and fire and tries to
of Stones, the staff may have more or less trolls are carnivorous and eat any type of avoid both at whatever cost.
power. flesh. Snow trolls live in mountain caves,
often with a pair of mates. They speak Whitemonks are social creatures, and
If at least one socket possesses a Stone, the Giant. always act in a group.
staff allows the wielder to control undead
when the command phrase is uttered. Combat: Snow trolls attack with their Combat: If cornered or being denied their
The staff can be used once per day per wicked claws and strike with their fanged feasts, whitemonks typically surround
Stone that is placed in the sockets, up to a mouth. They tend to use their breath creatures, trying to make their saw-like
maximum of 5 times a day. weapon, get in close and rip an opponent growls frightening. If that fails, they
apart. Snow trolls also use their breath swarm.
The staff can used as a quarterstaff +1, ability to extinguish any fire-based attacks When two or more whitemonks are
but if it is used to strike undead with all that they suffer. fighting with a single creature of one size
five Stones inserted, that staff can utterly Fire deals double damage to a snow troll. If or larger than themselves, they can use
destroy any cold-based undead up to 15 a snow troll loses a limb or body part, the their swarm ability. When attacking with
HD (by preventing them from reforming). lost portion regrows in 3d6 minutes. The swarm they get always a +4 bonus on
creature can reattach the severed member attack rolls.
Stones of Agamath instantly by holding it to the stump. The
snow troll regenerates 3 hp per round. Ice Key Guardian (dwarf)
These small wondrous items have an Once every three rounds, a snow troll
unknown origin. It is said that a good cleric can breathe a stream of icy cold air into FREQUENCY: Rare
of Urmaus crafted them in ancient times. the eyes of one opponent. The opponent NO. APPEARING: 5-20
The stones have a single power when used must be within 15 ft. and facing the troll. SIZE: M
separately, but may be used in creating A Breath Weapons Save keeps the victim MOVE: 9”
other magical items (see above). If held by from being blinded for 1d4+1 rounds. The ARMOR CLASS: 6
a creature possessing the ability to turn stream can be used to extinguish a normal, HIT DICE: 3
undead, these stones grant a +1 bonus to nonmagical medium-sized fire; to do this ATTACKS: 1
the die roll. Any number of Stones beyond the troll uses a full round action. DAMAGE: 1d8 (keyring slam)
one grants an additional +1 bonus, never SPECIAL ATTACKS: Blocking Ice
raising the bonus granted by the Stone Whitemonk SPECIAL DEFENCES: See Below
above +4. MAGIC RESISTANCE: Standard
FREQUENCY: Rare LAIR PROBABILITY: -
NO. APPEARING: 5-20 TREASURE: None
New Monsters SIZE: S INTELLIGENCE: -
MOVE: 6” ALIGNMENT: NE
Snow Troll ARMOR CLASS: 6
HIT DICE: 1-4 hit points An ice key guardian is an undead warrior
FREQUENCY: Rare ATTACKS: 1 that once held the position of protector
NO. APPEARING: 1-4 DAMAGE: 1d2 in life, raised in frozen locations with a
SIZE: L SPECIAL ATTACKS: Swarm malevolent presence nearby.
MOVE: 12” SPECIAL DEFENCES: -
ARMOR CLASS: 4 MAGIC RESISTANCE: Standard Seemingly covered in glimmering ice, these
HIT DICE: 4+4 LAIR PROBABILITY: 90% once proud guardians have been raised to
ATTACKS: 3 TREASURE: None continue their duties beyond their deaths.
DAMAGE: 1d6/1d6/2d4 INTELLIGENCE: Low Ice key guardians may be of any humanoid
SPECIAL ATTACKS: Blinding Breath ALIGNMENT: LN stock, and tirelessly continue to hold their
SPECIAL DEFENCES: Regeneration posts at whatever site they died in defense
MAGIC RESISTANCE: Standard Whitemonks are tiny, rodent-like beasts of.
LAIR PROBABILITY: 60% that feast on carrion and bones.
TREASURE: Standard The ice coating of the guardian makes an
INTELLIGENCE: Low Whitemonks have pea-shaped bodies unnerving ice-on-ice noise as it moves and
ALIGNMENT: CN without necks covered in white fur. The gives a -2 bonus to the creatures armor
creature has two legs and two tiny arms- class.
Snow trolls are ferocious predators which they use to hold bones and the like
covered in lengthy white fur. Roaming the while eating. Appearing to have no ears, Combat: Ice key guardian attacks holding
snow-coated mountain ranges, they have nose or mouth-all of which are hidden the rusted set of keys that it held on to
adapted to their snowy environment. by its fur- the whitemonks’ tiny reflective in life, slamming their frozen keys into
black eyes are often the only feature seen, their foes. Ice key guardians often use
Snow trolls stand about eight feet tall, with until the creature opens its fang-filled their blocking ability to help surround an
their gore splattered coats almost covering mouth. opponent, then they hit them until they
their whole body. Snow trolls eat constantly, fall.
and always are hunting more food. They are Whitemonks emit a continuous low Once every three rounds, starting from the
good climbers, and even move easily in the noise, like that of a dozen saws in a first round of combat, ice key guardians
snow due to their large feet. nearby room. They typically feed on the can use this devious, spell-like ability. The
26 DEADLY ICE
Advanced Master Adventures
Blocking Ice ability creates a block of ice ft, it can affect a single target. Combat: The icelord is a frightening
on the feet of the target up to 60 ft. away (it The armor of the ice warrior is covered opponent. Usually taking a full round
can only affect a 5 ft. square, if used against with a thick layer of rime. This rime is action to use its circle of cold ability before
multi-legged creatures), holding them to magical and belongs to the ice warrior, not diving into melee- targeting any living
the floor. Any creature targeted must make to his armor. All the physical attacks that members of his kind, if present. The
a Spells save or be immobilized on the hit the ice warrior have a chance of doing icelord’s battleaxe is considered a battleaxe
floor. no damage, because the rime makes the of frost it its hands, and adds 1d6 cold
The block lasts until it melts (if the weapon, or the projectile, to skid away. damage to every hit it scores. Icelords try
temperature is over 32F). The immobilized More powerful is the blow, more likely to face one foe at a time to get maximum
creature can chip away the ice, hitting it the chance of the skid. When a hit deals benefit from its armor. If two or more foes
automatically. The creature trapped may damage, halve the total amount of damage surround the icelord, it tries to use its
also try a Strength check to break free. and round up, then multiply by 10. This is Kneeling Command ability.
Immobilized creatures lose dexterity the no-damage chance that the ice warrior Once per day the icelord can cast a circle
bonuses and cannot move. A magic user has. of cold 10 foot radius. Every creature that
trapped by the ice trying to cast a spell Example: An ice warrior is hit for 8 points falls in that area must make a spell saving
with somatic components suffers a 20% of of damage, the no-damage chance is 40% throw or suffer the effect of a slow spell.
spell failure. (8/2= 4 x 10 = 40). Roll d%, if you get 40 or Exiting from the area ends the effect and re-
less the blow deals no damage. Note that entering requires a new saving throw. The
The Ice Key Guardian shares the traits of the blow is considered to have hit, so the circle of cold lasts for ten rounds.
normal skeletons: it is unaffected by mental weapon may discharge any spell stored Once every three rounds, the icelord may
spells and piercing and slashing weapons (like shocking grasp). utter the phrase (in its native tongue):
do half damage. Fire does double damage “Kneel before your king!” This is a spell-
on an Ice Key Guardian while they are The Ice Warrior shares the traits of normal like ability similar to a command spell. The
immune to cold. skeletons: it is unaffected by mental spells commanded creature, if able to understand
and piercing and slashing weapons do half the language and allowed to do so, must
They are considered undeads of Type III for damage. Fire does double damage on an make a saving throw vs spells or fall on his
purposes of turning. Ice Warrior while they are immune to cold. knees with the front touching the floor and
staying there for 1 full round.
Ice Warrior (Dwarf) They are considered undeads of Type IV The thick layer of ice that covers the body
for purposes of turning. of the icelord “shifts” each time a hit is
FREQUENCY: Rare attempted. If a single attack is made on the
NO. APPEARING: 5-20 Icelord (Dwarf) icelord, all the ice shifts in the point of the
SIZE: M impact giving to the icelord an AC of -10.
MOVE: 9” FREQUENCY: Rare If two simultaneous attacks are made on
ARMOR CLASS: 4 NO. APPEARING: 1 the icelord, the armor divides in two parts,
HIT DICE: 3+3 SIZE: M giving to the icelord an effective AC of -5
ATTACKS: 1 MOVE: 9” against each blow. If three simultaneous
DAMAGE: 1d8 (battleaxe) ARMOR CLASS: -10 (see below) blows are attempted the AC would be -3,
SPECIAL ATTACKS: Chill Metal HIT DICE: 6+6 and so on.
SPECIAL DEFENCES: Armor skid ATTACKS: 1 Note that “simultaneous” means that the
MAGIC RESISTANCE: Standard DAMAGE: 1d8+3 + 1d6 cold (frost battleaxe characters must state they are attempting
LAIR PROBABILITY: - +1) to hit at the same time; it is not enough
TREASURE: None SPECIAL ATTACKS: Circle of cold, to hit the icelord in the same round. The
INTELLIGENCE: - kneeling command shifting ice is clearly visible to the foes of
ALIGNMENT: NE SPECIAL DEFENCES: shifting ice armor the icelord.
MAGIC RESISTANCE: 10%
Ice warriors were elite warriors and LAIR PROBABILITY: - The Icelord shares the traits of normal
bodyguards that spent their lives TREASURE: Standard undeads: it is unaffected by mental spells.
protecting someone and have been buried INTELLIGENCE: - Fire does double damage on an Icelord
with them in a frozen location. ALIGNMENT: LE while they are immune to cold.
Ice warriors appear as skeletons clad in Once hailing from positions of power, They are considered undeads of Type VI
their rusted, frost-rimed armor. Even in icelords are evil undead rising from their for purposes of turning.
death, ice warriors protect the person they cold crypts.
did in life. Menacing and grim, ice warriors
have a cold light gleaming in their open Icelords come only from those kings and
eye sockets. princes that turned evil and were buired
in a frozen tomb. Icelords hate all living
Combat: Ice warriors remain the fighters creatures, but most especially, they loathe
they were in life, and defend their boss those living members of its own kind. The
until destroyed. Usually they cast their chill icelord resembles the figure they were in
metal spell on the most armored opponent, life, though their face is now twisted with
then go in melee relying on their Armor expressions of hate. A thick layer of bluish,
Skid ability. magical ice covers the icelord, even its
Once per day the Ice Warrior is able to cast hateful face. Icelords use this ice as both
a chill metal, as per the spell. The range is 40 weapon and armor.
DEADLY ICE 27
Deadly Ice Tomb
1 square = 10ft.
19c 19b
20
19d 19a
18
16
i
h 10
12 g
f
9d
17 e
15 d
9c
11 c
b
a 9b
13c 13b 7
5 9a
6
14
13d 13a 4
3
3
to 1 (Crow's rock)
Orc's citadel
Slaughter's Rock
Kurum-Dam
Areneis
Crow's Rock
The Fang
0 8 16
Frozen Orc Pass
miles
cave
trail
wooden structure
Remorhaz's pit
0 50 100
Slaughter's Rock
feet
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handout 3
handout 4
OPEN GAME LICENSE Version 1.0a sions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any
The following text is the property of Wizards of the Coast, Inc. and is Copyright version of this License.
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10 Copy of this License: You MUST include a copy of this License with every copy
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have contributed Open Game Content; (b)”Derivative Material” means copyrighted
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Game Content” means the game mechanic and includes the methods, procedures, of this License with respect to some or all of the Open Game Content due to statute,
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personas, likenesses and special abilities; places, locations, environments, creatures, 15 COPYRIGHT NOTICE
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
designs; and any other trademark or registered trademark clearly identified as Prod- System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors
uct identity by the owner of the Product Identity, and which specifically excludes the Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
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designs that are used by a Contributor to identify itself or its products or the associ-
Advanced Master Adventures and Deadly Ice © 2006 by Øone Roleplaying Games
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Advanced Master Adventures
34 DEADLY ICE