Ice Tomb of The Dwarf Lord
Ice Tomb of The Dwarf Lord
Introduction
Welcome to Ronin Arts Adventure Locations Philip Reed
1 — Ice Tomb of the Dwarf King, the first in a new Philip Reed has been working professionally
series of PDFs for use with fantasy D20 System in the roleplaying game industry since 1995. In
campaigns. Each release in the Adventure that time he has worked for such companies as
Locations series provides the DM with a keyed West End Games, Privateer Press, and Steve
map and the tools necessary to construct an Jackson Games. Today Philip spends his days at
encounter location. Adventure Locations PDFs do home running Ronin Arts, writing and designing
not present a detailed adventure; instead, the DM new games, and reading whatever books interest
must populate the map using the new materials him at the time. To learn more about Philip Reed
provided in the PDF along with any existing mon- – and Ronin Arts – please visit www.roninarts.com.
sters, traps, hazards, or treasures the DM has at his
disposal. SkeletonKey Games
The maps in the Adventure Locations line
ABOUT THE AUTHORS are all assembled from SkeletonKey Games’ e-
Adventure Tiles series. This PDF series, by mas-
Michael Hammes ter cartographer Ed Bourelle, provides players
Michael Hammes has been freelancing in the and GMs with modular map tiles that can be
role-playing industry since 2001. Starting small, used to construct encounter locations for use
he has steadily built his repertoire, and reputation, with miniatures. The map in this PDF was con-
by working for such companies as Ronin Arts, structed using e-Adventure Tiles: Ice Caves, e-
Alderac Entertainment Group, Dark Quest Adventure Tiles: Tomb of the Dwarf Lord,
Games, and E.N. Publishing. He is currently try- and e-Adventure Tiles: Halls of the Dwarf
ing to balance his writing schedule with his role as Lord. Additionally, a new tile – the transition
stay-at-home father. To catch the latest from between the tomb and the ice caves – was used
Michael s Imagination, please visit and is included in this PDF for your convenience.
www.michaelhammes.com. To learn more about SkeletonKey
Games please visit their website at
www.skeletonkeygames.com.
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Adventure Locations: Ice Tomb of the Dwarf Lord
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Adventure Locations: Ice Tomb of the Dwarf Lord
New Monsters
though they prefer deep, underground cham-
bers of ice.
Combat
FROSTBOUND HORROR When a warm-blooded creature is detect-
Medium Aberration (Cold) ed, a frostbound horror slithers toward the tar-
Hit Dice: 3d8+6 (19 hp) get and strikes with its head, biting down on
Initiative: +4 and coiling around any victim that it success-
Speed: 30 ft. (6 squares), Climb 30 ft. fully hits.
Armor Class: 17 (+4 Dex, +3 natural), Improved Grab (Ex): To use this ability,
touch 14, flat-footed 13 a frostbound horror must hit with its bite
Base Attack/Grapple: +2/+4 attack. It can then attempt to start a grapple as
a free action without provoking an attack of
Attack: Bite +4 melee (1d4+3 plus poison)
opportunity. If it wins the grapple check, it
Full Attack: Bite +4 melee (1d4+3 plus
establishes a hold and releases its frost sick-
poison)
ness.
Space/Reach: 5 ft./5 ft.
Ice Move (Ex): A frostbound horror
Special Attacks: Improved grab, poison moves through ice or snow at no penalty to its
Special Qualities: Blindsight 60 ft., ice speed.
move, immunity to cold, scent Poison (Ex): Frost sickness – Injury,
Saves: Fort +3, Ref +5, Will +3 Fortitude DC 13, initial and secondary damage
Abilities: Str 15, Dex 19, Con 15, Int 1, Wis 1d4 Dex. The save DC is Constitution-based.
11, Cha 3 Skills: Frostbound horrors have a +8 racial
Skills: Listen +3, Move Silently +5, Spot +3 bonus on Balance and Climb checks (even on
Feats: Alertness ice) and can always choose to take 10 on a
Environment: Any cold Climb check, even if rushed or threatened
Organization: Solitary or gang (2-5)
Challenge Rating: 3 ICEHEART PUDDING
Treasure: None Medium Ooze (Cold)
Alignment: Always neutal Hit Dice: 3d10+15 (31 hp)
Advancement: 4-6 HD (Medium), 7-9 HD Initiative: -5
(Large) Speed: 10 ft. (2 squares), climb 10 ft.
Level Adjustment: – Armor Class: 5 (-5 Dex), touch 5, flat-
A frostbound horror is a strange creature footed 5
that looks like a cross between a lamprey and Base Attack/Grapple: +2/+3
a millipede. Its maggot-white thickly muscled Attack: Slam +3 melee (1d6+1 plus 1d6
skin, which is covered in thousands of tiny cold)
blue hairs that it uses to aid movement, glis- Full Attack: Slam +3 melee (1d6+1 plus
tens dully in any kind of light. A mouth lined 1d6 cold)
with hundreds of small, sharp teeth constantly
Space/Reach: 5 ft./5 ft.
opens as the creature tests the air in search of
prey. Special Attacks: Cold, constrict 1d6+1
plus 1d6 cold, improved grab
An uncoiled frostbound horror is approxi-
mately 6 feet long, one foot wide, and, when Special Qualities: Blindsight 60 ft., ice
hungry, no thicker than an inch. Frostbound move, immunity to cold and acid, ooze traits,
horrors are found in any cold environment split, transparent
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Adventure Locations: Ice Tomb of the Dwarf Lord
Saves: Fort +6, Ref –4, Will –4 attack. It can then attempt to start a grapple
Abilities: Str 12, Dex 1, Con 21, Int –, Wis as a free action without provoking an attack
1, Cha 1 of opportunity. If it wins the grapple check,
Skills: Climb +9 it establishes a hold and can constrict.
Feats: – Ice Move (Ex): Iceheart puddings move
Environment: Any cold through ice or snow at no penalty to their
Organization: Solitary speed.
Challenge Rating: 4 Split (Ex): Slashing and piercing
weapons deal no damage to an iceheart pud-
Treasure: None
ding. Instead the creature splits into two
Alignment: Always neutral identical iceheart puddings, each with half of
Advancement: 4-6 HD (Medium); 7-9 HD the original’s current hit points (round
(Large) down). An iceheart pudding with 10 hit
Level Adjustment: – points or less cannot be further split and dies
An iceheart pudding looks like a spot of if reduced to 0 hit points.
broken ice, shallow snowdrift, or a shallow Transparent (Ex): An iceheart pudding
mound of ice and snow, a fact that allows it is hard to identify, even under ideal condi-
to blend in perfectly with its natural environ- tions, and it takes a DC 15 Spot check to
ment. notice one in its normal environment.
Iceheart puddings removed from a cold Creatures who fail to notice an iceheart pud-
(freezing) environment begin to suffer in the ding and walk into it are automatically hit
warmth and will never voluntarily enter such with a melee attack for slam and cold dam-
an environment. An iceheart pudding in cool age.
conditions (above 35° F) must make a Skills: An iceheart pudding has a +8
Fortitude saving throw each hour (DC 15, +1 racial bonus on Climb checks (even on ice)
for each previous check) or take 1 point of and can always choose to take 10 on a Climb
temporary Constitution damage. In chilly check, even if rushed or threatened.
conditions (above 55° F), an iceheart pud-
ding must make a Fortitude save once every
10 minutes (DC 15, +1 for each previous
NEW TRAP
check) or take 1 point of temporary Spiritual Weapon Trap
Constitution damage. Warm conditions A spiritual weapon trap is created by
(above 75° F) deal 1 point of temporary using the detection qualities of the glyph of
Constitution damage per minute to an ice- warding spell as the trap’s spell trigger to not
heart pudding (no save). only unleash the glyph of warding but also to
Combat unleash a spiritual weapon. Glyphs of ward-
ing are usually triggered when a creature
An iceheart pudding strikes like a snake,
enters the warded area and fails on one of
slamming opponents with its body.
the following:
Cold (Ex): An iceheart pudding’s body
produces exceptional cold. Any melee hit or
constrict attack deals cold damage. ✠ does not speak a password
Constrict (Ex): An iceheart pudding ✠ does not have the right physical char-
deals automatic slam and cold damage with a acteristics (height or weight)
successful grapple check. ✠ is not the proper creature type, sub-
Improved Grab (Ex): To use this ability, type, or kind (i.e. dwarf)
an iceheart pudding must hit with its slam
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Adventure Locations: Ice Tomb of the Dwarf Lord
✠ is not the proper alignment (good, 5th level cleric, 2d8 acid, DC 14 Reflex save
evil, law, chaos) half damage); multiple targets (all targets
✠ is not of the caster’s religion within 25 square-foot area); and spell effect
(spiritual weapon, 5th-level cleric, +4 melee
In addition, at the DM’s option, an inter- (1d8+1 force/x4)); single target; Search DC
esting expansion on this (which fits with the 28; Disable Device DC 28. Cost: 12,500 gp,
idea of the Blood Of Kings feat) is to have 1,000 XP.
the trap trigger if the creature is not a blood- Glyph of Warding/Spiritual Weapon
relative of the caster or someone the caster Trap: CR 8; spell; spell trigger (glyph of
has designated (i.e. the king). warding, 65 square-foot area); automatic
As stated previously, triggering the trap reset; spell effect (glyph of warding [blast],
triggers both the glyph and the spiritual 5th level cleric, 5d8 acid, DC 16 Reflex save
weapon. The glyph can be either a blast half damage); multiple targets (all targets
glyph or a spell glyph (hold person or some within 25 square-foot area); and (spiritual
other paralyzing spell is particularly effective weapon, 13th-level cleric, +12/+7 melee
in such a trap since any creatures that fail (1d8+4 force/x4); single target; Search DC
their save can be hit automatically by the 28; Disable Device DC 28. Cost: 32,500 gp,
spiritual weapon). 2,600 XP.
Once unleashed, the spiritual weapon
attacks the closest creature (usually the one NEW TREASURES
that triggered the trap) as per the spell until
the creature that triggered the trap is dead or Silver Ingot
has left the trap’s radius (usually the radius Appearance: This thick silver palm-sized
of the glyph), at which point the spiritual square ingot has been stamped with the
weapon winks out. image of a miner’s pick.
Note that because this trap has an imme- Appraise Information: DC 11. It is not
diate automatic reset, both the glyph and unusual for mining operations of any kind to
spiritual weapon can be triggered any num- process their own ore into ingots ready for
ber of times. For instance, further creatures shipment. Usually such ingots receive some
entering the trap’s area of effect after the trap form of stamped identification such as the
has already triggered trigger both the glyph lord’s coat-of-arms or the firm’s name or, as
(affecting everyone within the radius) and in the case of this ingot, the symbol of the
receive their own spiritual weapon to con- dwarf clan that mined and processed the sil-
tend with. Also, a creature leaving the area of ver. Oftentimes the purity of the ingot is also
effect – thus causing the spiritual weapon to stamped.
wink out – triggers not only the glyph but Value: 5 gp (5 gp for a one pound ingot
also a new spiritual weapon when it reenters of silver).
the area of effect. Special Rules: An object such as this that
Here are two write-ups for this trap. The is noticed or found in the possession of a
first is with a 5th level cleric with a 13 non-dwarf is sure to draw curious (and prob-
Wisdom and the second is a 13th level cleric ably not so friendly) inquiries from any
with a Wisdom of 16. nearby dwarves or people aware of its mean-
Glyph of Warding/Spiritual Weapon ing.
Trap: CR 7; spell; spell trigger (glyph of
warding, 25 square-foot area); automatic
reset; spell effect (glyph of warding [blast],
6
Adventure Locations: Ice Tomb of the Dwarf Lord
Tomb Basic
Information
otherwise noted in the text for the individual
BACKGROUND areas, the following conditions apply:
Among the snow-mantled peaks of the General Conditions: It is severely cold
Winterscarred Mountains, just above the per- (below 0° F) throughout the ice caves. An
manent frostline, stands a field of ice that unprotected character, or one in prolonged
stretches as far as the eye can see. Once, sev- contact with the ice, must make a Fortitude
eral centuries ago, a lively and profitable save once every 10 minutes (DC 15, +1 per
dwarven silver mine stood in these mountains. previous check), taking 1 point of temporary
Led by Olaf Stonesinger, the dwarves working Constitution damage on each failed save.
this silver mine profited for years, transporting Characters wearing winter clothing only need
tons of silver to their home. check once per hour for cold and exposure
Disaster struck the silver mine when a damage.
remorhaz of gargantuan size burrowed into The walls, floors, and ceilings within these
the silver mine, killing dozens of dwarves and three areas are natural stone covered under a
driving the survivors to the surface. Intent on foot of solid ice (Hardness 0, Hit Points 36, +5
reclaiming the mine, Olaf Stonesinger and his to any Climb DCs). This not only makes them
bodyguards led dwarven warriors into battle very slippery (see below; note that the two
against the creature and after suffering terrible new monsters presented in this PDF are
losses, and himself being mortally injured, immune to the movement restrictions imposed
Stonesinger claimed victory over the beast. by the ice) but also causes sound to travel
With his dying words, Stonesinger request- extremely well; Listen checks receive a +5 cir-
ed that a tomb be built above the silver mine. cumstance bonus in the ice caves.
For decades work in the mines continued and It is possible to dig through the ice to the
dwarves felt a sense of security from the near- natural rock beneath.
by tomb of Stonesinger. This all ended when Lighting: There is no indigenous source of
a climatic shift unleashed blizzard after bliz- illumination within the ice caves beyond any
zard and snow and ice from the highest peaks light that might come through the crack in the
of the mountains crashed to earth, burying the entry cavern’s ceiling (this does not bother the
silver mine along with dozens of dwarves. two new monsters presented in this PDF as
Additionally, Stonesinger’s tomb was lost they have the blindsight ability).
beneath the avalanche of ice and snow. Ceilings: The ceilings in the caves and
Within two years of the event, the beating passageways range from 13 feet to 24 feet with
winds and constantly shifting snows had com- an average height of 16 ft. If the exact height
pletely covered any trace of the mine or of the ceiling in a particular location is need-
tomb’s existence. ed, the DM can roll 1d12+12.
Walls: Successfully climbing the walls
ICE CAVES requires a DC 25 Climb check (20 for
The following information applies to the unworked stone wall plus 5 for slippery sur-
ice caves and passageways (areas 1-3). Unless face).
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Adventure Locations: Ice Tomb of the Dwarf Lord
Floors: The floors in the ice caves are the new monsters presented in this PDF need
uneven. Although there are no great changes only 1 square of movement to enter an ice
in elevation within the ice caves, it takes 3 cave square). Running or charging across the
squares of movement to enter an ice cave ice cave floor is impossible. All Balance and
square (1 square for the natural stone floor Tumble check DCs are increased by 10 (5 for
whose uneven terrain has been somewhat natural stone floor plus 5 for slippery surface).
smoothed by the ice plus 2 squares for the ice;
✠ A fighter in melee combat (swinging a weapon, actively defending, etc.) definitely has to
make a Balance check.
✠ A spellcaster casting a spell, even with somatic components, does not need to. However,
that same spellcaster casting on the defensive (moving to avoid getting hit) or trying to
succeed at a touch attack needs to succeed at a Balance check or fall prone and lose that
spell/miss the attack.
✠ A ranger shooting a bow does not need to make a Balance check since she can stand in
place and fire, but when she hustles to a better location, she does.
✠ A cleric turning undead does not need to, unless he is also attempting to move while
concentrating on the turning (the walking and chewing gum paradox); if the cleric fails,
she does not necessarily fall prone but may simply slip enough to break her concentra-
tion and ruin her turning attempt.
PCs that fall prone must take a move action and succeed at a DC 10 Balance check in order
to stand up again (note that standing up from prone provokes an attack of opportunity).
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Adventure Locations: Ice Tomb of the Dwarf Lord
that overlays the worked natural stone
TOMB beneath while the floor is covered by careful-
The following information applies to the ly aligned flagstones that also overlay the
tomb (areas 4-7). Unless otherwise noted in worked natural stone beneath.
the text for the individual areas, the following Lighting: There are a number of continu-
conditions apply: al flame spells in effect, each of which pro-
General Conditions: It is severely cold vides bright illumination in a 20-foot radius
(below 0° F) throughout the tomb. An unpro- and shadowy illumination out to a 40-foot
tected character, or one in prolonged contact radius.
with the ice, must make a Fortitude save once Ceilings: The ceiling in the tomb is a uni-
every 10 minutes (DC 15, +1 per previous form 20 feet high.
check), taking 1 point of temporary Walls: Successfully climbing the walls
Constitution damage on each failed save. requires a DC 20 Climb check (20 for superior
Characters wearing winter clothing only need masonry).
check once per hour for cold and exposure Floors: The floors in the tomb are almost
damage. perfectly flat, the flagstones having maintained
The walls and ceilings within this area are their careful alignment and placement; the
constructed of one-foot thick superior mason- floor has no negative effects on movement.
ry (Hardness 8, Hit Points 90, Climb DC 20)
Key
The key describes the suggested fixed con- slippery as they are, to climb in and out
ditions and effects that are present in the Ice of the cave; if they use ropes to rappel
Tomb of the Dwarf Lord; the DM is free to down or climb up, the task is actually
modify these conditions and effects based on relatively easy.
the capabilities of the party. No actual mon- ✠ Locating the crack near the pillar allows
sters are listed for the rooms; the DM is the PCs to use the pillar in the same
encouraged to determine the actual population way as they use the walls.
of monsters (type, number, demeanor, etc.) ✠ Locating the crack away from the walls
based on the needs of his or her campaign and makes things a bit trickier, not only for
the flow of the adventure. the PCs, but also for the monsters if
they are supposed to be able to move
1. Entrance Cave
in and out of the cave; while the mon-
The crack in the ice is located in the ceil- sters are not affected by the ice in their
ing of this cave some twenty feet off the Climb checks, they still cannot cling to
ground. Depending on how easy (or difficult) the ceiling (unless the DM wants them
of a time the DM wants the PCs to have in get- to). Obviously, if the crack is located
ting into and out of the tomb (and also away from the walls, the only ways into
depending on whether they have access to lev- the cave are to use magic, climb down
itate, fly or other such spells) the crack can be a rope, or simply drop the 20 feet to the
located in several different locations: ground (the last option not being avail-
✠ Locating the crack at the edge of the able for getting back out).
cave allows the PCs to use the ice walls,
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Adventure Locations: Ice Tomb of the Dwarf Lord
Also, the entire cave except for the south-
east corner is covered in frigid fog (see New
Hazard), making it almost impossible to see WHERE’S THE
any details beyond 5 feet (as well as making
this area even colder and slowing down
TREASURE?
movement). As with the monsters and certain other
aspects of the tomb, it is up to the DM to
2. Open Pool determine exactly what kinds of treasures
PCs should notice right away that having can be found in the tomb (if any). Why?
an open pool of water in such a frigid location Because every campaign is different and
is quite unusual. And unusual it is. The water what is an appropriate amount for one
in the pool is not actually water, but the result campaign is too much for another and too
of a growing rift between the Material Plane little for a third; so rather than simply
and the coldest portion of the Elemental Plane heaping in some piles of gold, jewels,
of Water (or some other cold plane or demi- etc., this PDF leaves those decisions up to
plane); the water itself is actually just as cold the DM.
as the ice caves and any PC foolish enough to It is suggested, however, that the DM
wade in (or fall in because they weren’t look- fill the various chests that are in the tomb
ing down while moving in the fog) suffers 1 with the silver ingots (see New Treasure)
point of temporary Constitution per round that as a token of devotion and respect from
he or she is immersed in the pool (no save). Lord Olaf’s clansmen. As to whether those
Once pulled to safety, this Constitution loss chests are trapped or otherwise protected,
continues unless the individual is dried off or well, that too is up to the DM.
is otherwise able to find warmth (at which
point Constitution loss occurs as per normal
for the ice caves). 4. Nest
While the planar rift has not opened far This large cave should serve as the nest for
enough to allow travel between the two whatever creature(s) the DM chooses to popu-
planes (it will in the future), it is the source of late the site with.
the frigid fog.
5. Sarcophaguses
3. Tomb Entrance These sarcophaguses hold the remains of
This is the entrance to the tomb. The light Lord Olaf Stonesinger’s bodyguards. Due to the
from the continual flames is visible for some extreme cold, the corpses are perfectly pre-
distance into the various passages. The tomb served.
itself is under a hallow spell (caster level 13);
no additional spell effect is tied to the hallow 6. Pillar
spell since such effects have to be renewed This pillar, which stretches to the ceiling,
every year and it has obviously been some contains a detailed account of Stonesinger’s
time since that was done. death and his dying words are also inscribed
Because of the hallow effect, neither the here.
frostbound horrors nor the iceheart puddings
will enter the tomb willingly; they sense that 7. Sarcophaguses
something unusual is there and, like all sim- The central of these three sarcophaguses
ple-minded creatures, avoid that which makes holds the remains of Lord Olaf Stonesinger
them uncomfortable. while those to its left and right hold the remains
of his wife and eldest son respectively.
10
Stonesinger’s Tomb
7
5 6
2
1
N
Adventure Locations: Ice Tomb of the Dwarf Lord
Adventure Hooks
THE CRACK IN THE ICE THE NEST
One way to introduce the tomb to a party Frostbound horrors or iceheart puddings
of adventurers is to simply have them discov- are roaming from the tomb into a nearby vil-
er it while they are exploring some snow-cov- lage in search of food. The villagers, unable to
ered mountain range in the DM’s campaign deal with the threat themselves, have put out
world. While it is easiest to simply have them a call for brave adventurers to slay these
come across a crack in the ice, perhaps by beasts that are killing their livestock and
having one of the party fall through a recent invading their homes. It shouldn’t be too hard
dusting of snow that is covering the crack in for the PCs to track the creatures’ origin back
Area 1, it might be more fun to have them to a mysterious crack in the ice.
encounter an avalanche that in its wake
reveals the opening. RECLAIMING THAT
Having them stumble across the tomb in
this manner is especially effective if the tomb WHICH IS LOST
is used as an interlude while the PCs are on A dwarf claiming to be a direct descendant
some other mission (i.e. the PCs are moving to of Olaf Stonesinger hires (or persuades) the
reinforce an isolated village that is under siege party to help him locate the lost tomb. While
by humanoids or giants); the surprise of the the dwarf is indeed a legitimate heir to the
tomb is much greater if the PCs’ minds are on throne, he actually has no rights to the tomb’s
something else. riches since he is not the oldest remaining
male heir. Naturally, once the tomb has been
reclaimed, the dwarf’s older brother, who has
been following his younger brother, will arrive
(along with help). Unfortunately for everyone
involved, neither dwarf is willing to compro-
mise since the leadership of clan Stonesinger
is also indirectly at stake.
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Adventure Locations: Ice Tomb of the Dwarf Lord
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may be applied to any Open Game Content distributed using this License. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
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license with the exact terms of this License to Use, the Open Game Content. Hammes and Philip Reed, published by Ronin Arts – www.roninarts.com.
5.Representation of Authority to Contribute: If You are contributing original Cleave Asunder Copyright 2000, Michael J. Kletch.
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portion of this License to include the exact text of the COPYRIGHT NOTICE Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferseon,
of any Open Game Content You are copying, modifying or distributing, and Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill
You must add the title, the copyright date, and the copyright holder's name to Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Web and Monte
the COPYRIGHT NOTICE of any original Open Game Content you Cook.
Distribute.
Character Clip Art & Color Customizing Studio, Copyright 2002
7. Use of Product Identity: You agree not to Use any Product Identity, includ- Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman.
ing as an indication as to compatibility, except as expressly licensed in anoth- Art and Illustrations by Larry Elmore.
er, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or co-adaptability with any
13
e-Adventure Tiles: Tomb of the Dwarf Lord
ToDL13ronin
All artwork is © 2004 - Edward Bourelle and may be reproduced for personal use only.