The Sepulcher of Agos 01

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The Sepulcher of Agos Level 1

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Random Dungeon Pathfinder

Transcript of The Sepulcher of Agos 01

  • The Sepulcher of Agos

    Level 1

  • General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Natural Stone (move at half speed, can't charge or run, +5 to Balance andTumble DC)

    Temperature Cool

    Illumination Dark (individual creatures may carry lights)

    Corridors a Cobwebs fill the corridor

    c Several alcoves are cut into the walls here

    e A group of demonic faces have been carved into the walls

    i Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

    m Withered corpses are nailed to the corridor walls

    n An iron chandelier hangs from the ceiling here

    r Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6 fallingdamage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    WanderingMonsters

    1 6 x Kobold, consumed by disease and madness

    2 5 x Drow, scouting from another part of the dungeon

    3 4 x Orc, investigating a strange noise

    4 1 x Skeletal Champion, bloodied and fleeing a more powerful enemy

    5 11 x Human Skeleton, actively patrolling their territory

    6 1 x Ghoul, tracking the party

    Room #1 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Leads to room #18South Entry Archway

    Leads to room #17

    Room Features A mural of a goddess of good covers the ceiling, An iron sarcophagus sitsin the north side of the room

    Monster 8 x Kobold

    Kobold: CR 1/4, XP 100; LE Small Humanoid (reptilian); Init +1; Sensesdarkvision 60 ft.; Perception +5; AC 15, touch 12, flat-footed 14 (+2 armor,+1 Dex, +1 natural, +1 size); hp 5 (1d10); Fort +2, Ref +1, Will -1; Weaklight sensitivity; Speed 30 ft.; Melee spear +1 (1d6-1); Ranged sling +3(1d3-1); Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8; Base Atk +1, CMB -1,

  • (1d3-1); Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8; Base Atk +1, CMB -1,CMD 10; SQ crafty

    Skills and Feats: Craft (trapmaking) +6, Perception +5, Stealth +5; SkillFocus (Perception)

    Treasure: 28 gp, 18 sp; Malachite (10 gp), Obsidian (11 gp); Scroll ofInvisibility (cr, 150 gp), Wand of Charm Person (cr, 750 gp); hoard total 950gp 8 sp

    Room #2 South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp) (slides down, +1 to break DC)

    Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    Monster 4 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #3 North Entry Archway

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features The floor is covered with dead insects, A pile of empty bottles lies in thesouth-west corner of the room

    Room #4 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

    Falling Block: CR 2; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset none; Effect Atk +12 melee (1d6);multiple targets (all targets in a 10 ft. square area)

    West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to oneside, +1 to break DC)

    Falling Block: CR 2; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset none; Effect Atk +10 melee (2d6);multiple targets (all targets in a 10 ft. square area)

    Monster 1 x Homunculus

    Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny Construct;Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14,touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4,Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11

    Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes

    Room #5 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features A mural of legendary monsters covers the ceiling, An iron chandelier hangs

  • Room Features A mural of legendary monsters covers the ceiling, An iron chandelier hangsfrom the ceiling in the south-west corner of the room

    Monster 5 x Goblin

    Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6; Sensesdarkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

    Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

    Treasure: 6 gp, 70 sp; Masterwork Sai (301 gp); Potion of Resistance (cr, 25gp); hoard total 339 gp

    Room #6 North Entry Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp)

    The door is concealed behind an area of fungus

    Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features A sloped pit lined with iron spikes lies in the south side of the room,Someone has scrawled "In the Hills of Shadow and Flame, when bladespierce the sky and light becomes shadow, the Blade of Miracles shall befound" on the north wall

    Monster 1 x Ghoul

    Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

    Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

    Treasure: 15 gp, 140 sp; Bloodstone (45 gp), Rhodochrosite (11 gp),Tigereye (7 gp); Scroll of Bleed (cr, 12 gp 5 sp); hoard total 104 gp 5 sp

    Room #7 West Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp) (magically reinforced, +10 to break DC)

    The door is concealed behind a statue of a hydra, and opened byreaching into several of its mouths

    East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #3 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Room Features Someone has scrawled a drawing of a door on the east wall, The ceiling iscovered with cracks

    Monster 5 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,

  • claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Trap Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    21 gp, 190 sp; Ivory (60 gp), Rhodochrosite (10 gp), Rhodochrosite (11 gp);Porcelain doll with silk clothing (40 gp); Potion of Guidance (cr, 25 gp),Scroll of Compel Hostility (uc, 25 gp); hoard total 211 gp

    Room #8 North Entry Archway Leads to room #18

    South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Empty

    Room #9 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)

    Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC20; Trigger touch; Reset none; Effect electric shock (3d6 electricitydamage, DC 12 Reflex save for half damage)

    East Entry #2 Archway

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features A rope ascends to a wooden platform in the center of the room, Severalheadless statues are scattered throughout the room

    Hidden Treasure Trapped and Locked Strong Wooden Chest (Open Lock DC 20, break DC25; hard 5, 20 hp)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

    41 gp, 420 sp; Pyrite (12 gp), Shell (8 gp), Shell (11 gp); Silver statue of adragon (65 gp); Potion of Cure Light Wounds (cr, 50 gp), Scroll of Mending(cr, 12 gp 5 gp), Scroll of Protection from Chaos (cr, 25 gp); hoard total 266gp

    Room #10 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Rune of Fear: CR 3; magic; Perception DC 22; Disable Device DC 20;

    Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4rounds, DC 12 Will save negates); multiple targets (all targets in a 10ft. radius burst)

    South Entry Archway

    Room Features Various torture devices are scattered throughout the room, Iron chains hangfrom the ceiling in the west side of the room

    Room #11 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

  • Room #11 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features The floor is covered in perfect hexagonal tiles, A circle of tall stonesstands in the south side of the room

    Monster 1 x Ghoul

    Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

    Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

    Treasure: 57 gp, 285 sp, 2090 cp; Alabaster (9 gp), Lapis Lazuli (10 gp),Milky Quartz (60 gp), Pyrite (12 gp), Shell (10 gp), Zircon (65 gp); hoardtotal 272 gp 4 sp

    Room #12 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    West Entry Secret (Search DC 30) Trapped and Locked Strong Wooden Door (OpenLock DC 25, break DC 25; hard 5, 20 hp)

    The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back

    Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])

    Leads to room #15East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features A faded and torn tapestry hangs from the north wall, A stone dais andthrone sits in the center of the room

    Monster 1 x Skum (Ulat-Kini)

    Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic);Init +1; Senses darkvision 60 ft.; Perception +5; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3;Resist cold 10; Speed 20 ft., swim 40 ft.; Melee trident +4 (1d8+2), claw +2(1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con17, Int 10, Wis 10, Cha 6; Base Atk +2, CMB +4, CMD 15; SQ amphibious

    Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6(+10 underwater), Swim +15; Multiattack, Toughness

    Treasure: 3 gp, 40 sp; Alabaster (9 gp), Bloodstone (60 gp), Obsidian (10gp); hoard total 86 gp

    Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    Monster 2 x Duergar

    Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;

  • spell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 50 gp, 259 sp, 700 cp; Alabaster (12 gp), Hematite (9 gp),Hematite (11 gp), Ivory (45 gp), Lapis Lazuli (12 gp); Oil of Purify Food andDrink (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp); hoard total 246gp 9 sp

    Trap Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable Device DC22; Trigger location; Reset manual; Effect Atk +10 melee (3d6/19-20)

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    65 gp, 470 sp, 1800 cp; Carved stone idol (30 gp), Silver statue of a dragon(65 gp); Scroll of Read Magic (cr, 12 gp 5 gp); hoard total 237 gp

    Room #14 South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Monster 2 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #15 North Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;hard 5, 20 hp)

    Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

    East Entry Secret (Search DC 30) Trapped and Locked Strong Wooden Door (OpenLock DC 25, break DC 25; hard 5, 20 hp)

    The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back

    Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])

    Leads to room #12, inhabited by 1 x Skum (Ulat-Kini)South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20

    hp)

    Leads to room #18

    Room Features A magical mirror on the east wall answers questions with lies andfalsehoods, A forge and anvil sit in the south-east corner of the room

    Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10ft. square area)

    Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25,break DC 18; hard 5, 15 hp)

    37 gp, 286 sp, 750 cp; Electrum censer with silver filigree (70 gp),Engraved jade scarab (85 gp), Silver noble family seal (60 gp); Scroll ofRay of Enfeeblement (cr, 25 gp); hoard total 313 gp 1 sp

    Room #16

  • Room #16 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Falling Block: CR 3; mechanical; Perception DC 20; Disable Device

    DC 20; Trigger location; Reset none; Effect Atk +10 melee (1d6);multiple targets (all targets in a 10 ft. square area)

    Room Features The floor is covered in square tiles, alternating white and black, A stonesarcophagus sits in the west side of the room

    Room #17 North Entry Archway Leads to room #1, inhabited by 8 x Kobold

    West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    South Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    South Entry #2 Archway

    Empty

    Room #18 North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

    Leads to room #15West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Leads to room #1, inhabited by 8 x KoboldEast Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10

    hp)

    The door is concealed behind a pile of broken stone

    South Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Magic Missle Trap: CR 3; magic; Perception DC 20; Disable DeviceDC 22; Trigger visual (true seeing); Reset none; Effect magic missile(3d6 force damage); never miss

    South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #3 Archway

    South Entry #4 Archway

    Leads to room #8

    Room Features Several square holes are cut into the ceiling and floor, The scent of smokefills the room

  • fills the room

    Trap Magic Missle Trap: CR 2; magic; Perception DC 22; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect magic missile (3d6 forcedamage); never miss

    Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25,break DC 25; hard 5, 20 hp)

    18 gp, 150 sp; Freshwater Pearl (7 gp), Freshwater Pearl (9 gp), Jasper (40gp), Lapis Lazuli (7 gp), Lapis Lazuli (9 gp), Moonstone (40 gp), Pyrite (9gp), Pyrite (12 gp), Turquoise (10 gp); Electrum censer with silver filigree(70 gp); hoard total 246 gp

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