- Pending Metacil approval
- Tomb locations: http://i.imgur.com/oxOntsw.png
- The southern tomb is discovered accidently by two ponies who need rescuing from the Ice Sentinels who guard the place. Inside is a skeleton of an earth pony with tattered notes scattered about him. It's mostly unreadable but there is a worn out old map which is essentially this http://i.imgur.com/oxOntsw.png but on a map which is around 200 years old.
- Mobs:
- Ice Sentinel - Bipedal, slender constructs formed of solid ice standing three ponies tall and with horizontal diamond shaped heads that bare no facial features whatsoever. They wield icy spears which they form themselves from the condensation in the air and can use frost magic on a target. Typically a gout of freezing wind which also has a chance to freeze an opponent solid.
- Enchanted sentinels that serve as guards, they will not venture outside of the area they have been tasked with guarding and may also use the icy environment to blend in before ambushing any intruders. Upon "death" they shatter into pieces and any target who has been frozen by their magic is released from their prison. A prison which conventional fires cannot extinguish. Sometimes, but not often, a curious gloop of chilly gel may be left behind upon their death. This gel is actually the sentinels' "battery" of magic and may have some surprising alchemical usage.
- HP - 35/35 (Takes 3 additional damage to any fire based attack)
- AC 12
- Regular attack d5 +2 frost damage
- No bonus to init or chance to hit
- May use a freezing blast of icy wind to damage enemies for d4 damage and lower their init by 3 for the next round. Crits freeze them solid making them miss their next round. Recharge - 4 Rounds. Will not pursue enemies should they flee. A basic version of Frostbite.
- Undead soldier - A pony who has been deceased for quite a while and is nothing more than a mess of bones and rotten flesh reanimated by magic. These ponies in particular however don tattered armor and weapons and are more of a threat than your average shambler. Much like the ice sentinels, they are "tasked" with guarding the areas in which they dwell and will not venture outside. Whilst not as agile as a living pony, they are more durable and can take a hit.
- HP - 15/15
- AC - 11
- Regular attack with frayed weapon - d5
- +1 chance to hit (Remnants of their soldier training instilled into their memory)
- No special properties but any magic or weapon which deals extra damage to undead affects these shamblers.
- Possbile loot:
- Frayed armor and weapons of the undead who remain in the tomb. Possibly repairable?
- Various preserved herbs in jars complete with an ancient yet still functional alembic.
- (Radix clematidis herba lysimachiae, herba menthae, thallus sargassi, fructus mume, cacumen biota, prunellae spica, pericaprium citri reticulatae viride, lycii radicis cortex, radix trichonsanthis, flos chrysanthemi, cortex cinnamoni, mori folium, erioboteyae folium)
- Shotel - Requires rank 2 Combat Training to wield
- Curved, sickle-like steel sword that inflicts regular damage of D8. The wielder may announce that he or she will sneak in damage on their next turn and reduce the target's AC threshold by 2 whilst reducing their inflicted damage to d6 for that particular attack (http://www.oriental-arms.com/photos/items/16/005816/ph-0.jpg)
- Clogs' armor - A combination of reinforced leather and hardy fabric. It's mostly light brown with pale green highlights, it keeps the body warm and protected from harm whilst being light enough to traverse the land in and repel the rain. Mostly unadorned and utilitarian in design. An ideal example of the armor of a wandering pony. +2 AC
- Gloop of chilly gel.
- Properties include a bonus to damage for Frostbite spell and generic magic missile.
- Or if distilled differently, it can provide a defense against the cold. As if a nice, great big fur coat has draped itself around you.
- (I'm not familiar with the potion system...)
- Mostly whatever you can salvage from spiders since they're the primary enemy of the first section of the tomb. Venom, if you can extract it. Plus spider silk. Who doesn't like spider silk?
- Frostbite Scroll - Requirement: Unicorn - Much like fireball, except instead this spell unleashes an icy spear at their chosen target. Rank 2 Frostbite, in stark contrast to fireball's splash damage, instead lowers an enemy's init by 4 for the next round. A nat 20, in addition to piercing the poor soul may just freeze them solid! Any damage done to the doomed popsicle has a +2 chance to hit for the next round.
- (copying straight from Lucy's 4S pastebin with some tweaks. Sh-shut up...it's consistency.) If you roll a 6-14, you fizzle as normal(Which can be 1d4, 1d2 or 1 round depending on Improved Spellcasting level. It may also give you a nasty cold)
- On a 2-5 you give yourself brain freeze for 1d2 damage! On a nat1, you feel like you've been blasted in the face by an arctic wind, chilling you to the bone for 1d8 damage.
- The spell requires XP to learn in much the same way as fireball does. Yet any unicorn with rank 2 fireball may "replace" fireball with frostbite. This takes a month but automatically grants the unicorn rank 2 frostbite.
- The unicorn also gains the right to use as many ice puns as possible.

