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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Master Adventures and The Grave of the Prince of Lies by one Roleplaying Games
The Grave of the Prince of Lies
by Mario Barbati
Graphic Design by OBully
English Editor/Proofreader: Gaming Frontier
Cartography by Guido Barbati and OBully
Art by Stefano Guida
Requires the use of the Dungeons & Dragons
Players Handbook, Third Edition, published by
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Product Code: MA04
First edition: september 2003
one Roleplaying Games
www.onegames.com
master@onegames.com
SUMMARY
3 Setting the Stage
3 Background
3 Clues
3 Scaling the Encounter
4 The Grave
5 1, Entrance
6 2, Antechamber
6 3, The Crypt
8 Monsters
8 Ice Keyguardian
9 Ice Warrior
10 Icelord
11 Map
12 Battlemaps
16 Battlemaps Checklist
4 5
In this small encounter you will meet three hideous undeads
featured in one Games adventure: Deadly Ice. These
monsters will provide an interesting challenge because some
of them have abilities that require more than just brute force
to defeat them. If your referee plans to run Deadly Ice
please note that this encounter could spoil some fun aspects
of the adventure for a player.
Setting the Stage
You can place this encounter in your ongoing campaign. It
is suitable for a standard party of 4-5 level but can easily be
scaled up. Since all the monsters are undead, a cleric or a
character with turning ability would prove useful; a rogue
would also be useful for detecting trap.
This encounter is set in a cold environment; if you dont have
this feature in your dungeon you may assume the entire area
is enveloped in magical cold.
This three-room encounter can be plugged into an existing
dungeon or placed in a cave complex. If you wish to expand
the adventure you will fnd useful information in the
background below.
Background
The Prince of Lies was a renegade dwarf who lived about
two centuries ago. The dwarf, named Anhaeym, was, in the
beginning, considered a great warrior. His father, the king,
ruled over a wealthy underground kingdom, which knew no
rivals.
A vicious dark elf priestess who dwelled with her minions
far below the dwarven realm, was bent on conquering all
the realm. But she knew meager minions could not face the
awesome force of the entire dwarven army. Treachery and
deceit were going to be necessary for her to succeed. Using
all the means at her disposal she studied all the royal family
members, looking for a candidate for her subtle plan. She
discovered that Anhaeym was not the bold warrior the people
said: the dwarf was a coward and a luxury slave. The priestess
returned in her hideout and organized her plan. She sent one
of her minions, polymorphed as dwarf, to be ambassador
to the king. He claimed a peaceful realm of dwarves, their
kingdom deep in the earth, would like to discuss an alliance
between the two people. The dwarven fraud requested the
sending of a bold and noble warrior to return with them as
an ambassador.
The king, hoping to break his son of his cowardly ways,
sent Anhaeym himself with a number of loyal guards.
The group was quickly overwhelmed by the dark elves. All
but Anhaeym were slain. The dwarf was taken before the
priestess. She knew of Anhaeyms weaknesses and took
advantage of them. In a brief time, the dwarf became a willing
slave of the priestess. He returned to his kingdom weaving
a tale of a powerful dwarven realm who needed assistance
against dark elves. For over a year, Anhaeym claimed to
be making diplomatic missions in the newly discovered
friends all the while bringing treasures and information to
the priestess. Eventually the entire dwarven army was lured
into an underground ambush and exterminated by the dark
elves. The dwarven kingdom was conquered and the priestess
proclaimed herself queen.
From that day forward. the surviving dwarven people called
Anhaeym The Prince of Lies. Years later, the dwarves
gathered an army and regained their stolen land. In the last
few moments of the battle, The Prince of Lies was betrayed
and killed by the priestess herself who then committed
suicide. A proper burial was denied to the Prince of Lies and
his men. Their bodies were thrown in a glacier and forgotten
as the shame of their people, forever branded as traitors.
Many years later an evil necromancer named Zhamyl
found the frozen bodies. He discovered the prince and his
bodyguards had transformed into a rare form of undead. The
necromancer, through his art, discovered Anhaeyms story
and decided to use the powerful Icelord and his dreadful Ice
Warriors to protect his own treasure. He then built the Grave
of the Prince of Lies.
Clues
The referee may want to scatter some clues or hints before the
encounter takes place. These clues can be found in another
part of the dungeon or during a previous game session.
-The party fnds the body of a former adventurer with a
scratched note in his pocket which reads:
Find the Grave of the Prince of Lies but beware its guardians,
they protect an evil but valuable treasure: the keys lie.
-The party fnds a spellbook in the treasure hoard of a
defeated enemy. The spellbook is bound in black leather and
contains a number of frst level arcane necromantic spells.
Seamed under the cover of the book (Search DC 20) there is
an old map. The map shows a location (the referee can place
the grave wherever it best fts into his campaign) which is
labeled : the Grave of the Prince of Lies. A sidenote, written
in a different script than the map, says: Great treasure, but you
must be afraid of the lies.
-The party fnds a stone box during their journey into a
dungeon. The box lid is engraved with: Six Keys, Six Lies
for the Prince Of Lies. Inside the box there is a sheet of blue
velvet with the discolored outlines of six large keys.
Scaling the Encounter
Scaling this encounter is quite easy since two of the monsters
presented here (the Icelord and the Ice Warrior) probably
wont be defeated by simply bashing them with weapons.
Magic, especially fre-based, will be more effective but
4 5
ultimately sound reasoning is the key to success in this
encounter. To make it suitable for a 6-7 level party add a +2
turn resistance to the Ice Keyguardians (you may assume that
the area is cursed and the undeads gain beneft from ancient
evil magic). Add a +2 turn resistance and a Spell Resistance 18
to the Ice Warriors (and eventually pump up their hit points).
Add a Spell Resistance 20 to the Icelord.
To downgrade the encounter to a party level 2-3, halve
the number of Ice keyguardians and the Ice Warriors and
eliminate the turn immunity of the Icelord. Then consider
the magical traps on the false door already discharged or
substitute them with less damaging magical traps.
The Grave
1-Entrance
As the PCs approach the area where the door is situated, they
begin to feel colder; a Listen check (DC 20) could reveal an
unnerving ice-on-ice noise.
Six hideous Ice Keyguardians lurk in the shadows here, they
attack at frst sight using their blocking ice ability, then trying
to surround a PC and kill him.
Ice Keyguardian (Dwarves) (6): CR 2; Medium-Size
Undead (cold); HD 3d12; hp 20, 19, 13, 21, 18, 25; Init +6
(+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 (+ 2 Dex,
+3 natural);BAB +1; Grp +2; Atk Keyring slam +3 melee
(1d8); Full Atk Keyring slam +3 melee (1d8); SA Blocking
Ice; SQ Undead, immunities, cold subtype; AL N; SV Fort
+1, Ref +3, Will +3; Str 12, Dex 14, Con -, Int -, Wis 10,
Cha 8.
Skills and Feats: Exotic Weapon Profciency (keyring),
Improved Initiative, Weapon Finesse.
The Keyguardians are the tireless guardians placed by the evil
necromancer to protect his treasure. Each carries a rusty key
ring he uses as a weapon. One of the keys on the key ring is
different from the other, being bigger and made of bronze.
These keys each ft into a different keyhole of the bronze
door.
If the Icelord in room 3 is not destroyed, these Keyguardians
reform in 1d4 days.
6 7
The entrance door is made of bronze and its surface is divided
into six sections, each one bearing a keyhole. The surface of
the door appears to be covered with frost and is very cold to
the touch.
On the stone lintel of the door a phrase is deeply engraved (in
common): this is the Grave of the Prince of Lies, stay away
or your lies will destroy you.
The door is actually a false one and bears some traps. The true
entrance is a secret door situated ten feet to the right of the
false door (Search DC 25).
Each time a bronze key is inserted into a keyhole and
turned, a trap (mechanical or magic) is activated. The traps
are individually detectable and may be disabled. From top,
clockwise:
Keyhole 1-Arrow Trap: CR 1; +10 ranged (1d6/x3 crit);
Search (DC 20); Disable Device (DC 20). Note: 200-ft. max
range, target determined randomly from those in its path.
Keyhole 2-Poison Needle Trap: CR 2; +8 ranged (1,
plus greenblood oil poison); Search (DC 22); Disable Device
(DC 20).
Keyhole 3-Cold Jet: CR 2; 1 ft. wide, 50 ft. long stream
of cold (3d6); Refex save (DC 13) avoids; Search (DC 25);
Disable Device (DC 26).
Keyhole 4-Hail of Needles: CR 1; +20 ranged (2d4);
Search (DC 22); Disable Device (DC 22).
Keyhole 5-Globe of Cold: CR 2; 20 ft. radius
hemisphere with the base of the door as its point of origin
(3d6); Refex save (DC 13) avoids; Search (DC 25); Disable
Device (DC 26).
Keyhole 6-Chill Metal: CR 2; as the spell, affects the
holder of the key; will save (DC 13) negates; Search (DC 25);
Disable Device (DC 26).
2-Antechamber
The secret passage leads to an icy cold crypt; ice stalactites
hang from the vaulted ceiling and archways that adorn the
chamber. On each the sidewalls there are two small alcoves
each illuminated by a faint amber radiance. Each alcove
hosts a stone bookshelf containing many books. A life-sized,
ice-covered, stone statue of a dwarf wielding a battleaxe is
standing in the middle of the antechamber. In each of the four
corners of the room there are large stone coffns inset into the
foor. The scattered remains of the coffns lids are visible on
the cold foor.
Closer inspection will reveal there are scattered pieces of
bones, rusty armor and weapons in and around the burial
pits. These are the remains of the four bodyguards of the
Prince of Lies. Through an archway on the opposite side of
the entrance, few steps lead down to another chamber.
Each time someone enters the room a magic mouth appears
on the statue and asks Are you here to steal my masters
treasure? If a character utters a lie the Ice Warriors reform
and spring to the attack (see below).
As each character enters the room a Discern Lies spell is cast
upon them. The referee should secretly roll a Will save (DC
17) for each character and note the result. A powerful spell
has been placed on the crypt: each time a lie is spoken in
the room, all four of the Ice Warriors that rest in the foor
coffns magically reform and jump out to attack anyone in
the room. The referee should pay close attention to the
characters answers to the statue and any conversation held
in this room. If someone deliberately and knowingly tells a
lie, apply the consequences to the character and his party. If
the Ice Warriors are defeated, the remains can be destroyed
or scattered but they will always reform if animated by a lie
being uttered in the room
The bookcases in the alcoves contain nameless books of
varying cover colors. Each book, if opened, activates a magic
mouth that utters a lie (the referee should choose the lie,
based on his campaign world or on party history). These lies
are automatically detected by the magic in the chamber (see
above) and the Ice Warriors reform and attack. The books
contain nothing but blank pages.
Ice Warriors (Dwarf) (4): CR 3; Medium-Size Undead
(cold); HD 3d12; hp 26, 21, 23, 20; Init +0; Spd 20 ft.; AC
18 (+5 Chainmail, +1 shield, +2 natural); BAB +1; Grp +4;
Atk Battleaxe +5 melee (1d8+6); Full Atk Battleaxe +5
melee (1d8+6); SA chill metal; SQ Undead, immunities,
cold subtype, armor skid; AL LE; SV Fort +1, Ref +1, Will
+4; Str 17, Dex 1, Con -, Int -, Wis 12, Cha 12.
Skills and Feats: Weapon Focus (Battleaxe), Weapon
Specialization (Battleaxe).
If these undead creatures are turned they retreat into a corner
of the room or into the alcoves but do not go down the steps
into the crypt. If a new lie is detected in the room the turning
effect vanishes and the Ice Warriors attack again.
If the Icelord in room 3 is not destroyed, these Ice Warriors
will continue to reform if a lie is uttered in the room.
3-The Crypt
Four steps lead down to a darker section of the crypt. The
archway that leads to the steps is covered by ice stalactites that
make it resemble a great fanged mouth.
The second step at the entrance to this room hides a trap. The
ice stalactites on the archway actually cover the pointed edges
of a portcullis. When someone passes over the steps the trap
6 7
is triggered but does not hit the one who activated it.
Portcullis Trap: CR 2; +10 melee (3d6/x2 crit); Search
(DC 20); Disable Device (DC 20). Note: Damage applies only
to those underneath the portcullis.
The frst character is automatically trapped into the crypt, if
some other character was following him, he is subject to the
possible damage of the trap. If the trap hits roll 1d6, on 1-3
the character is before the portcullis (in the antechamber) on
4-6 he is past it. If the melee attack scores a critical hit the
player character is pinned under the portcullis.
Iron portcullis: 2 inches thick, Hardness 10, hp 60, DC
to lift 28
Many stalactites hang from the ceiling and a cold rime covers
everything in this room. Across the room directly in front of
the stairs, under a large arch covered with more stalactites,
there is a bookcase with dozens of books. A large stone
sarcophagus, on a raised stone platform and framed by brass
braziers, is located on the north side of the room. On the
stone platform beside the sarcophagus there is a foor tile that
can be removed (Search DC 20) to reveal a lever that raises
the portcullis. Behind the sarcophagus, inset into a raised
niche, there is another life-sized statue of a dwarf holding
a battleaxe. The statue is covered with ice and has the same
twisted expression of hate on his face.
The stone statue is actually an Icelord (Anhaeym), he attacks
anyone who enters the room spending the frst full round to
cast his Circle of Cold.
Icelord (Dwarf) (1): CR 6; Medium-Size Undead (cold);
HD 6d12; hp 47; Init +4; Spd 20 ft.; AC 32 (shifting ice
armor); BAB +3; Grp +7; Atk battleaxe of frost +8 melee
(1d8+5 plus 1d6 cold damage); Full Atk battleaxe of frost
+8 melee (1d8+5 plus 1d6 cold damage); SQ Undead,
immunities, cold subtype, shifting ice armor, turn resistance
+3; SA Kneeling Command, Circle of Cold; AL LE; SV Fort
+2, Ref +2, Will +7; Str 18, Dex 10, Con -, Int -, Wis 14,
Cha 16.
Skills and Feats: Improved Initiative, Weapon Focus
(Battleaxe)
Inside his crypt the Icelord cannot be turned due to powerful
magic placed upon the area, if lured outside, however, he can
be turned normally. This Icelord gains a +2 to his attack roll to
hit dark elves, due to the fact that this race brought Anhaeym
to an infamous death.
The bookcase is another dangerous trap. It contains nameless
books with various cover colors. If any book is pulled out of
the case (before each one of them) the stalactites begin to rain
down. The books contain nothing but blank pages.
Stalactites trap: CR 2; +10 ranged (1d6/x3 crit), 1d4
stalactites; Search (DC 20); Disable Device (DC 20). The
stalactites can hit any character within 5ft from the place
the book is removed (determine random if more than one
character is present).
The stalactites magically reform in 1d4 turns. Note that the
trap is mechanical (a ceiling tile moves as a book is pulled
causing the stalactite to fall), the stalactites reform by magical
means.
The stone sarcophagus contains the treasure of Zhamyl,
the necromancer. A double-bottom can be detected by
comparing the inside height of the sarcophagus with the
outside or by a Search Check (DC 25). The players will fnd a
big spellbook, a case with two scrolls, three stoppered vials, a
wand and a ring contained within.
The black leather book contains all Zhamyls necromantic
arcane spells from frst to ffth level (which spells the book
contains is left to the referees discretion). The book also
hides an explosive runes spell on its frst page. A dispel magic
(DC 21) will neutralize the spell without harming the spells
contained within. If someone reads the frst page, anyone
within 10ft. are subject to the explosion for 6d6 points of
damage (Refex save DC 17, for those within 10 not reading
the book).
The two scrolls are freball and wall of fre.
The vials are three potions of cure serious wounds.
Wand of Cone of Cold with 16 charges left.
A ring of warmth
The referee is free to change the treasure to suit his own
campaign.
8 9
Monsters
Ice Keyguardian (Dwarf)
Medium-Size Undead (cold)
Hit Dice: 3d12 (20 hp)
Initiative: +6 (Dex + Improved Initiative)
Speed: 20 ft. (4 squares)
AC: 15 (+2 Dex, +3 natural)
Base Attack/Grapple: +1/+2
Attack: Keyring slam +3 melee
Full Attack: Keyring slam +3 melee
Damage: Keyring 1d8
Space/Reach: 5 ft./5 ft.
Special Attack: Blocking Ice
Special Qualities: Undead, cold subtype
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 12, Dex 14, Con -, Int -, Wis 10, Cha 8
Skills:-
Feats: Exotic Weapon Profciency (keyring)
B
, Improved
Initiative, Weapon Finesse
Environment: Cold, underground
Organization: Patrol (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment:-
The Ice Keyguardian is an undead skeleton who
was once a guardian of some kind, dead in a cold
place with a malevolent presence nearby.
The Ice Keyguardian is the remains of a person
who died in a cold place. In life the character
was in charge of guarding a cell or a particular
place or a treasure, etc. The skeleton may
belong to any humanoid race. An evil
presence caused the skeleton to animate
and continue to do his former job
tirelessly. The bones of these
skeletons seem covered by a thin
layer of gleaming ice. This ice
gives to the Ice Keyguardian a
natural armor class of +3. When
the skeleton moves it produces
a unnerving ice-on-ice scraping
noise.
Combat: The Ice Keyguardian fght holding
a rusty ring with keys in his fst and slamming it
violently on the foes. The favorite tactics of these
undead is to use their blocking ice ability in the frst
round and then surround a blocked character and hit him
until he falls.
Blocking Ice (Sp): Once every six rounds, starting from
the frst round of combat, the Ice Keyguardian can use this
devious spell-like ability as a standard action. The Blocking
Ice ability creates a block of ice on the feet of the target up
to 60ft. away (it can affect a 5ft foot square, for multi-legged
creatures), sticking them to the foor. Any creature targeted
must make a Refex save DC 12 or be immobilized on the
foor. The block lasts until it melts (if the temperature is over
32F). The immobilized creature can chip away the ice, hitting
it automatically. The ice has 20hp and a magical hardness of 2.
The creature trapped may also try a Strength check DC 20 to
break free. An immobilized creature loses his dexterity bonus
and cannot move. An arcane spellcaster trapped in ice trying
to cast a spell with somatic components suffers 20% of spell
failure.
Cold Subtype: Cold immunity; double damage from fre
except on a successful save (half damage).
Undead: Immune to mind-infuencing effects, poison,
sleep, paralysis, stunning, and disease.
Not subject to critical hits,
subdual damage, ability
damage, energy drain,
or death from
massive damage.
Immunities
(Ex): They take
only half damage
from piercing
or slashing
weapons.
8 9
Ice Warrior (Dwarf)
Medium-Size Undead (cold)
Hit Dice: 3d12 (20 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 18 (+5 Chainmail, +1 shield, +2 natural)
Base Attack/Grapple: +1/+4
Attack: Battleaxe +5 melee
Full Attack: Battleaxe +5 melee
Damage: Battleaxe 1d8+6
Space/Reach: 5 ft./5 ft.
Special Attack: Chill Metal
Special Qualities: Undead, cold subtype, armor skid
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 17, Dex 11, Con -, Int -, Wis 12, Cha 12
Skills:-
Feats: Weapon Focus (Battleaxe), Weapon Specialization
(Battleaxe)
Environment: Underground, crypts
Organization: Squad (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -
Ice Warriors are ex-bodyguards or elite warriors who
have spent the life to protect someone and now are
buried with him in an icy cold place. They continue
to protect the person they served in life. They appear
as mendacious, grim looking, armored skeletons with
a cold light in their eyes. Their rusty armor appears
covered with a dirty frost.
Combat: The ice warriors
remains the fghter they were in
life and will defend their charge
until destroyed. Usually they cast
their chill metal spell over the
most armored opponent, then
go in melee relying on their
Armor Skid ability.
Chill Metal (Sp): Once per
day the Ice Warrior is able to
cast a chill metal, as per the spell.
The range is 30, it can affect a
single target and the saving throw
is DC 13.
Armor Skid (Su): The armor of the Ice
Warrior is always covered with a thick layer of rime.
The rime is magical and belongs to the ice warrior,
not his armor. All the physical attacks that hit the ice
warrior have a chance of doing no damage, because the
rime causes the weapon, or the projectile, to skid away. The
more powerful the blow, The higher the chance is of the
skid. When an Ice Warrior is hit, half the total amount of
damage round up, then multiply by 10. This is the no-
damage-chance percentile you must roll.
Example: an ice warrior is hit for 8 points of damage,
the no-damage chance is 40% (8/2= 4 x 10 = 40). Make
a percentile roll, if you get 40 or less the blow deals no
damage. Note that the blow is considered to have hit,
so the weapon could discharge any spell stored (like
shocking grasp).
10
Icelord (Dwarf)
Medium-Size Undead (cold)
Hit Dice: 6d12 (39 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft.,
AC: 32 (see below)
Base Attack/Grapple: +3/+7
Attack: Battleaxe of frost +8 melee
Full Attack: Battleaxe of frost +8 melee
Damage: Battleaxe of frost 1d8+5 plus 1d6 cold damage
Space/Reach: 5 ft./5 ft.
Special Attack: Kneeling Command, Circle of Cold
Special Qualities: Undead, cold subtype, shifting ice
armor, turn resistance +3
Saves: Fort +2, Ref +2, Will +7
Abilities: Str 18, Dex 10, Con -, Int -, Wis 14, Cha 16
Skills: -
Feats: Improved Initiative, Power Attack, Weapon Focus
(Battleaxe)
Environment: Underground, crypts
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Lawful Evil
Advancement: -
Level Adjustment: -
The Icelords are evil
undeads buried in
icy cold crypts who
in life occupied a
command position
(like princes or
kings).
Princes or kings (or
anyone who in life
occupied a command
position) who turned
to evil and were
buried in icy cold
crypts may become
Icelords. They hate
all living beings but
most of all they despise
those of their own kind.
The Icelord resembles
the person he was in life
but his face is frozen in
a twisted expression
of hate. A thick layer
of bluish magical ice
covers all the body,
including the head. This ice forms a magical armor and a
magical weapon (see below).
Combat: The Icelord is a fearful opponent. He usually
begins combat by taking a full round action to use his Circle
of Cold ability and then dives into melee targeting one of his
kind, if present. His axe is considered a battleaxe of frost when
wielded by the Icelord, and adds cold damage to every hit it
scores. He attempts to face one foe at a time to get maximal
beneft from his armor. If two or more foes surround him he
will try to use his Kneeling Command ability.
Circle Of Cold (Sp): Once per day the Icelord can cast a
Circle of Cold 10 ft. radius. Every creature that falls in that
area must make a Fortitude save DC 16 or suffer the effect of
a slow spell. Exiting from the area ends the slow effect and
re-entering requires a new saving throw. The circle of cold
lasts for ten rounds.
Kneeling Command (Su): Once every three rounds the
Icelord may, as a free action, utter the phrase (in his native
tongue): Kneel before your king!. This is a supernatural
ability similar to a command spell. The commanded creature,
if able to understand the language, must make a Will save DC
15 or fall on his knees with his beard (chin) touching the foor
and stay in that position for 1 full round.
Shifting Ice Armor (Su): The thick layer of ice that covers
the body of the icelord shifts everytime a hit is attempted.
If a single attack is made on the icelord, all the ice shifts in
the point of the impact giving to the icelord an AC of 32. If
two simultaneous attacks are made on the icelord, the
armor divides in two parts, giving to the icelord
an effective AC of 16 (32/2) against each blow. If
three simultaneous blows are attempted the AC
would be 11 (32/3 rounded up), and so on. Note
that simultaneous means that a character
must ready an action and attempt to hit
at the same time of his companions; it is
not enough to hit the icelord in the same
round. Spells that require an attack roll
also count for calculating the icelords AC.
The shifting ice is clearly visible to the foes
of the icelord.
Cold Subtype: Cold immunity;
double damage from fre except on a
successful save (half damage).
Undead: Immune to mind-infuencing
effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits,
subdual damage, ability damage,
energy drain, or death from
massive damage.
10
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Map ID Title Available in Free*


Room 18 She-Minotaur Lair The Minotaur
Room 5 The Funnel Room The Minotaur
Room 1 (Dungeon) Stone Statues and Secret Door The Andwan Legacy
Room 6 (Dungeon) Treasure Vault The Andwan Legacy
Room 16 (The Ruined Temple) Banquet Room The Twenty Sides of the Evil
Room 8 (Tomb) Guard Post Deadly Ice
Room 11 (Tomb) Guards Quarters Deadly Ice
Room 2 Antechamber The Grave of the Prince of Lies
Room 3 Crypt The Grave of the Prince of Lies
#001 Brewery Battlemaps Floorplans, Inn Vol. 1
#002 Common Room Battlemaps Floorplans, Inn Vol. 1
#003 Kitchen Battlemaps Floorplans, Inn Vol. 1
#004 Warehouse Battlemaps Floorplans, Inn Vol. 1
#005 Bedroom with Toilet Battlemaps Floorplans, Inn Vol. 1
#006 Master Bedroom Battlemaps Floorplans, Inn Vol. 1
#007 Genius Room Battlemaps Floorplans, Inn Vol. 1
#001 Crypt Battlemaps Dungeon Rooms Vol. 1
#002 Alchemists Laboratory Battlemaps Dungeon Rooms Vol. 1
#003 Armory Battlemaps Dungeon Rooms Vol. 1
#004 Dark Temple Battlemaps Dungeon Rooms Vol. 1
#005 Torture Chamber Battlemaps Dungeon Rooms Vol. 1
#006 Entrance Room Battlemaps Dungeon Rooms Vol. 1
#007 Fountain Room Battlemaps Dungeon Rooms Vol. 1
#008 Library Battlemaps Dungeon Rooms Vol. 1
#009 Ruined Pool Battlemaps Dungeon Rooms Vol. 2
#010 Conjurer Room Battlemaps Dungeon Rooms Vol. 2
#011 Staircase Down Battlemaps Dungeon Rooms Vol. 2
#012 Bridge Room Battlemaps Dungeon Rooms Vol. 2
#013 Altar Of The Spider God Battlemaps Dungeon Rooms Vol. 2
#014 Jail Battlemaps Dungeon Rooms Vol. 2
#015 Guard Room Battlemaps Dungeon Rooms Vol. 2
#016 Magical Well Battlemaps Dungeon Rooms Vol. 2
#017 The Forge Battlemaps Dungeon Rooms Vol. 2
Battlemaps Master Checklist
(*) Free Battlemaps are available for download at www.0onegames.com
In this small encounter, previously published
in Gaming Frontier magazine, suitable for four
4-5 level characters but easily scalable, you will
meet three hideous undeads featured in one
Games adventure: Deadly Ice. These
monsters will provide an interesting challenge
because some of them have abilities that require
more than just brute force to defeat them. If your
referee plans to run Deadly Ice please note
that this encounter could spoil some fun aspects
of the adventure for a player. Furthermore, the
monster have been revised and updated to 3.5
rules.
This short encounter contains:
An exciting encounter you can plug in any
existing campaign or dungeon
Three hideous ice undeads
Two beautiful battlemaps

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