TEXT:  
   
  THE SORCERESS OF 
  MEKALOARE 
  By John Fredericks 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Includes pregenerated characters so you can play TODAY! 
  
  THROUGH A PORTAL TO 
  ANOTHER PLANE! 
   
   
  "a ready to play adventure that includes 
  pregenerated characters, free bonus 
  characters from our other supplements, new 
  monsters, printable maps and map files for 
  online play." 
   
   
   
  In this adventure, your players will journey to the 
  Mekaloare, a plane of mechanical beings and 
  monsters.  There they will confront the evil sorceress 
  who controls this plane. 
   
  This adventure can be used with your favorite old 
  school fantasy ruleset or retrogame right out of the 
  box.  It can also be used with later editions with a 
  little tweaking.  
   
   
   
   
  sharpmountaingames@gmail.com 
   
  "GAMING LOOKS EVEN SWEETER FROM SHARP MOUNTAIN!" 
  
  -3- 
   
  THE SORCERESS OF 
  MEKALOARE 
  Written and Illustrated by John Fredericks 
   
   
   
   
  Copyright © 2018 John Fredericks.  All Rights Reserved. 
  Distributed under the terms of the Open Game License version 
  1.0a 
  Some photo images courtesy of pixabay.com 
   
  
  -4- 
   
   
  Page 
  Introduction  
  4 
  Beginning the Adventure 
  4 
  Appendix A:  Maps 
  16 
  Appendix B:  Pregenerated Characters 
  19 
  Opponents Page 
  30 
  Open Game License 
  28 
   
   
   
  
  -5- 
   
  INTRODUCTION 
  Thank you for purchasing this product.  This 
  adventure is designed for use with your favorite 
  old-school (or perhaps new school) game.  Pre-
  generated characters are provided at the end of 
  the adventure.  Print them, pass them out, and 
  you’re ready to go.  Also, three bonus characters 
  are featured from our other supplements.  You do 
  not need to purchase those supplements to use the 
  characters in your game.  Of course, your players 
  can use their own characters if you prefer. 
   
  In this adventure, player characters (PC's) will try 
  to rescue 17 villagers who mysteriously vanished 
  during a powerful thunderstorm.  This will lead 
  them to travel to Mekaloare, a plane of 
  mechanical beings and monsters.  Suggestions for 
  extending the adventure are provided at the end 
  of the adventure. 
   
  Here are a few things for the Gamemaster (GM) 
  to know before running this adventure. 
    
  Armor Class: Armor class is provided in both 
  descending and ascending format.  For example, 
  if AC is listed as 8 (12), 8 is descending, and 12 
  ascending.  
   
  Monsters: Monster stat blocks are provided for 
  each encounter.  Both a “to hit” chart (descending 
  armor class) and an attack bonus (ascending 
  armor class) are provided for each opponent. 
   
  Adjusting for Party Size:  This adventure was 
  designed for 4-6 players, assuming the major 
  classes (fighter, magic user, cleric, and thief) are 
  represented.  For larger or smaller parties, feel 
  free to adjust the number of opponents. 
   
   
  BEGINNING THE ADVENTURE 
  This adventure begins in the port town of 
  Swoyer's Haven.  It sits on the shore of Lake 
  Luserna, an enormous lake whose rivers link to 
  other major towns and cities.  Goods from 
  far  and wide pass through the town.  In the center 
  of the lake stands Warlock's Isle. 
   
  The adventuring party may be in Swoyer's Haven 
  for any number of reasons.  They may have been 
  travelling through by boat, visiting friends or 
  relatives, or perhaps just looking for work.  If this 
  is the start of a new campaign or a convention 
  game, simply start things in Swoyer's Haven and 
  go from there. 
   
  If a gamemaster (GM) wishes to change the 
  setting or adjust any of the details, they are 
  certainly free to do so. 
   
  To begin, the party is asked to meet with the 
  mayor's wife, Anna Hamelton at the town hall.  
  Mrs. Hamelton is a woman in her mid-thirties.  
  She is dressed in fine, but not ostentatious, 
  clothing.  Her eyes are dark as though she has not 
  slept in some time.  
   
  She invites the party to sit in the council room, 
  and offers to hire them for a dangerous task.  
  Three days ago, seventeen men from the town 
  went missing during a massive thunderstorm.  
  They were all men in the prime of life, and were 
  all outside in different parts of Swoyer's Haven.  
  A great clap of thunder sounded and lightning 
  struck the ground.  Afterwards, the men were 
  simply gone.  She suspects the wizard Artaigon 
  may know something about their disappearance.  
  Artaigon is the sole human inhabitant of 
  Warlock's Isle.  She offers a reward of 1500 gold 
  pieces (negotiable up to 2000). 
   
  This is a good point to pause and allow the PC's 
  to ask questions   Here's some information Mrs. 
  Hamelton can provide.  They can also get 
  information by asking around town later. 
   Artaigon is rumored to be centuries old, 
  and to have dealings with beings from 
  other planes. 
   Strange noises, perhaps made by monsters 
  or unknown beasts have been heard by 
  fisherman who go near the island. 
  
  -6- 
   
   The island is quite overgrown, but 
  Artaigon does maintain a small dock for 
  supply deliveries. 
   Said deliveries are made by the sailor 
  Segar, the only one allowed to dock there. 
   
  Mrs. Hamelton is willing to front the party 10% 
  of the fee for supplies.  She will also pay Segar to 
  ferry the party to the island. 
   
  Any mundane items (rope, food, etc..) are easily 
  found in the shops of Swoyer's Haven.  Non-
  magical weapons and armor (up to chainmail) are 
  also available.  Magic items are not available for  
  purchase.  The one exception is that 1d6 healing 
  potions may be purchased from local temples for 
  50 gp each. 
   
  Segar will be available to take the party aboard 
  his boat.  Segar is a short man with massive 
  forearms from working aboard his fishing boat.  
  He smokes a pipe and often chuckles to himself.  
  His boat is littered with fishing nets and pots, but 
  he does have benches on which the PC's can sit 
  while he works the sails. 
   
  The voyage to the island will take several hours.  
  Along the way Segar can be questioned by the 
  party if they like.  He will reveal that Artaigon 
  always pays him well for his services, though 
  Artaigon can be a bit distracted by his magical 
  research.  Segar has never seen any animals or 
  monsters on the island, though he generally only 
  stays on the dock or has a quick drink with 
  Artaigon at his tower.  If asked, Segar will agree 
  to accompany the party to the island to make 
  introductions.  If he is not asked, he will return 
  once Artaigon contacts him to pick them up.  The 
  encounters on the island all take place on Map 1. 
   
  MAP 1, AREA 1 
  When the boat approaches the island, the party 
  will see dense deciduous trees and bushes.  A 
  small hill rises near one shore, and a tower stands 
  overlooking the lake.  Segar will guide the boat to 
  the dock that is near the tower.   
   
   
  As the party makes their way up the path to the 
  tower, they will hear a series of squeaks and 
  rattling noises from either side of the path.  
  Players will have one round to decide what to do, 
  and then they will be attacked by three 
  mekahounds.  If Segar accompanied the party, 
  treat him as a fighter and use the fighter character 
  sheet from Appendix B.  He can also serve as a 
  replacement PC if needed. 
   
  MEKAHOUNDS (3 HD)         
  15 hp   AC 3(17) 
  # At 3, DMG 1d6/1d6/1d6, Save F3, ML 8 
   
       Mekahounds are metal attack dogs from the 
  plane of Mekaloare.  They are vicious in battle, 
  though the noise from their bodies makes it 
  difficult for them to hide their approach.  Their 
  insides are filled with various fluids, tubes, and 
  wires. 
       They are immune to sleep spells and can use 
  their sharp claws to slice out of Web spells in one 
  full round. 
       Their eyes are made of red gems worth 60 gp 
  each. 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  8 
  9 
  10 11 12 13 14 15 16 
  Ascending AC combat information 
  +3 (1d6/1d6/1d6) claw/claw/bite 
  
  -7- 
   
  At the end of the battle, Artaigon will appear and 
  say "What strange cargo has Segar brought me 
  this time?" 
   
  MAP 1, AREA 2 
  Artaigon's tower is location at Area 2. on Map 1.  
  Artaigon is a tall man of indeterminate age.  He is 
  clean shaven with gray hair, and it is clear that he 
  was once a handsome, muscular man.   He moves 
  confidently and his voice is strong and clear.   
   
  He will greet Segar and ask the party to introduce 
  themselves.  If the party is respectful, he will 
  invite them into his tower for refreshments.  If 
  they are not, they'll have to parlay outside. 
   
  GM's Note: No statistics are provided for 
  Artaigon.  He is a 20th level magic user, and has 
  access to just about any spell he needs.  If the 
  party decides to attack him, he will use spells like 
  Web to hold them or Wall of Stone to protect 
  himself. 
   
  The first floor of Artaigon's tower contains a 
  large round table with a number of chairs around 
  it.  Tapestries depicting unknown beasts are hung 
  on the wall.  With a wave of his hand, Artaigon 
  can make wine, glasses, cheese, and a candelabra 
  appear.   
   
  If questioned, Artaigon can reveal the following 
  information.  However, he will occasionally look 
  off into the distance and begin figuring something 
  else in his head and on his fingers.  He may need 
  to be gently brought back on topic.    
   He 
  had 
  nothing 
  to 
  do 
  with 
  the 
  disappearance of the men from Swoyer's 
  Haven. 
   He suspects the mekahounds came to this 
  plane during the same thunderstorm. 
   The beasts probably came from the plane 
  of Mekaloare, a place of clockwork, 
  mechanical life. 
   It is possible that the men of Swoyer's 
  Haven were taken there as well. 
   
  ARTAIGON 
   
  Artaigon is willing to send the party to Mekaloare 
  through the portal in his tower.  Segar and 
  Artaigon will not accompany them.  The portal 
  will send them to Mekaloare, and they can return 
  by passing through it in the same place that they 
  enter.  If the party has been polite to Artaigon, he 
  will allow them to stay one night in his tower to 
  rest and regain spells. 
   
  The portal is located on the back wall of the first 
  floor of his tower.  It is hidden behind several 
  tapestries that Artaigon will magically roll up like 
  window shades.  The portal is a ring of runes, 
  about ten feet in diameter, carved into the stones 
  of the tower.  A smoky, rainbow colored haze can 
  be seen through the center of the ring. 
   
  Artaigon will ask all members of the party to 
  close their eyes, and raise their arms towards the 
  portal.  He will chant for about twelve minutes in 
  an unknown language.  Then he will quietly 
  whisper, "Open your eyes and go.  Mekaloare 
  awaits." 
   
  
  -8- 
   
  THROUGH THE PORTAL 
  As the party enters the portal, the temperature 
  drops a few degrees and a slight smell of metal 
  fills the air.  They will walk through a circular 
  tunnel whose walls are made of the rainbow 
  smoke they saw before.  As they walk, they will 
  begin to feel refreshed.  After some time, the 
  smoke will begin to clear and their feet will touch 
  solid ground.  They have arrived in Mekaloare. 
   
  GM's Note:  Travelling through the portal will 
  restore all lost hit points to all characters.  
  Additionally, magic-users and clerics will regain 
  all of their spell slots as though they had slept for 
  a full eight hours. 
   
  MAP 2, AREA 1 
  The party will find itself on a rocky plain, with no 
  vegetation in sight.  Silver and copper veins glint 
  through the soil and the numerous large boulders 
  in the immediate area.  Above them, multicolored 
  nebular gases swirl.  Faint shapes that resemble 
  gears can be seen spinning through the gases.  In 
  front of the party is a path made of flat metal 
  sheets.  The sheets are secured to the soil with 
  spikes, however, they can be pried up and carried 
  by four characters with  STRENGTH scores of 
  12 or higher.  
   
  MAP 2, AREA 2 
  Ahead of them stands a huge structure which 
  appears to be made of a huge block of dull metal.  
  Runes in the shape of gears and other mechanical 
  devices are inscribed on the front wall of the 
  structure.  The structure stands about 40 feet tall, 
  and there are no visible windows.  A single 
  doorway stands at the end of the path.  Above the 
  doorway there is a strange statue or pillar in an 
  alcove.  There is no door blocking the entrance to 
  the structure. 
   
  The statue is metal and stands about eight feet 
  tall.  It has a domed top with three tubes 
  protruding from it.  It will immediately begin 
  firing its fire spray upon spotting any character. 
   
   
  GUARDIAN EMPLACEMENT (4 HD)                     
  24 hp   AC 3(17) 
  # At 3, DMG 1d6/1d6/1d6, Save F1, ML 12 
   
  The Guardian Emplacement is a fixed form of the 
  Living Statue. It stands eight feet tall, and has a 
  domed head with three tubes attached to it.  It is 
  immobile, except for the tubes which can swivel 
  to shoot a spray of fire (40' range).  On a Natural 
  20, the victim must make a Saving Throw vs. 
  Death Ray or suffer continuing fire damage of 
  1d6/round. 
   
  They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
  Ascending AC combat information 
  +4 (1d6/1d6/1d6) firespray 
   
  If a thief can climb up to the guardian 
  emplacement, 
  they 
  will 
  spot 
  the 
  switch 
  mechanism that can shut down the guardian 
  emplacement.  A successful Remove Traps roll 
  
  -9- 
   
  will allow them to turn it off.  A non-thief 
  character may attempt to simply bash the 
  mechanism.  Eight points of damage versus AC 
  9(11) will accomplish this. The GM may allow 
  other options such as trying to short the 
  mechanism with water or oil. 
   
   
   
  MAP 2, AREA 3 
  As the party enters the structure, they will see that 
  the walls are made of the same metal as the 
  outside.  Mechanical runes are enscribed on the 
  walls and ceilings.  They give off faint green or 
  violet glowing light. This will provide low light 
  for the party to proceed, and it continues 
  throughout most of the interior of the structure. 
   
  As the party proceeds down the entryway, they 
  will see a doorway to their right.  There is a 
  heavy metal door that is ajar.  Inside the room are 
  cabinets and tables.  They are all made of metal 
  and contain alchemical equipment such as 
  scalpels, glassware, and mortar and pestles.  
  There are a number of heavy glass bottles 
  labelled 
  as 
  containing 
  acids, 
  bases, 
  and 
  flammable liquids.  An alchemist's furnace sits in 
  the center of the room.  On a table next to the 
  furnace are molds for pouring metal rune blocks 
  about an inch long. 
   
  One large table in the room has dark red-brown 
  stains on it, and a set of chains with manacles lies 
  below the table.  As the party explores the room, 
  they will hear a bumping sound from one of the 
  larger cupboards. 
   
  The sound is one of the men of the village, 
  Merrick.  He is very weak and his clothes have 
  been torn.  A closer inspection will reveal a small 
  scar on the back of his neck.  If the party can 
  provide him with food or water, he can answer a 
  few questions.  Here's some information he can 
  provide: 
   He disappeared from Swoyer's Haven 
  during the thunderstorm.   
   He and the other men of the town were 
  herded into a room upstairs by some 
  living metal creatures.  He is unsure 
  whether they are golem or something else. 
   He was the first one brought down here.  
  He saw a woman enter the room, wave her 
  hands, and then he remembered nothing. 
   When he woke up, there was a scar and a 
  small lump on the back of his neck.  He 
  hid in the cabinet until he heard you enter. 
   
  The lump on the back of his neck is a small metal 
  rune block that was sewn in.  If the party wishes, 
  they may remove it, but a CURE LIGHT 
  WOUNDS spell or a healing potion would be 
  needed to staunch the bleeding.  The rune block 
  was clearly cast in the mold next to the 
  alchemist's furnace. 
   
  Merrick is too weak to accompany the party.  
  However, if a replacement PC is needed, the GM 
  is free to allow Merrick to be used.  Simply use 
  
  -10- 
   
  one of the character sheets from the back of this 
  product.  Since he is human, he can be a Cleric, 
  Fighter, Magic-User, or Thief.  
   
  MAP 2, AREA 4 
  As the party proceeds down this hall, they will 
  hear the whirring of some machine.  Ahead of 
  them, there is a twenty foot gap in the walkway.  
  Numerous large gears are rotating horizontally 
  over the gap as a sort of moving bridge.  The 
  teeth of the gears appear quite sharp and there is a 
  distinct smell of oil in the air.  Below the three 
  gears is another gear-like mechanism that is 
  rotating horizontally (much like the mechanism 
  of a pencil sharpener).   
   
  There are several options for getting across.  The 
  gears are spinning, but not so fast that one 
  couldn't try to jump on each one.  Crossing to the 
  other side will require three DEXTERITY 
  checks.  Consult the following chart to see the 
  result. 
   
  Successes 
  Result 
  3 
  Safe crossing 
   
  2 
  1d4 damage from scraping against 
  the gears 
  1 
  1d8 damage from scraping against 
  the gears 
  0 
  Character falls down into the lower 
  gears, 1d8 CONTINUING damage 
  until rescued or dead 
   
  There is a shutoff switch hidden on the far side.  
  It's a simple switch, but well hidden.  A 
  successful FIND SECRET DOORS check will 
  reveal its location.  Each character who crosses 
  may attempt the check.  Once switched off,  all 
  gears stop turning and can be safely walked 
  across.   
   
  If players wish to try to jam the mechanism, they 
  may throw rocks, spikes, weapons, etc... into the 
  works.  One option for resolving this is to ask for 
  a RANGED ATTACK check vs AC 7(13).  On a 
  successful check, reduce the number of successful 
  dice rolls needed on the table above by one.  Note 
  that any items jammed into the gears are 
  permanently damaged and will not function until 
  they are repaired by a blacksmith.   
   
  After braving the gear trap, the party will have 
  two choices.  Ahead of them, is a large, well-lit 
  room.  To their right, the corridor becomes dark. 
  A loud, constant whirring sound comes from the 
  darkness. 
   
  MAP 2, AREA 5 
  The well-lit room is quite large.  The ceiling 
  stretches to the entire height of the structure.  On 
  the far side of the room is a wooden ship.  The 
  boat has a large deck with two masts and sails, 
  though the sails are down at the moment.  At the 
  prow of the boat is a bridge with windows on 
  three sides.  At the aft of the ship is another cabin, 
  though this one has only small windows.  A 
  gangplank extends to the floor.  A faint outline 
  can be seen on the wall behind the boat, perhaps 
  indicating a large door. 
   
  Between the party and the boat are 6 creatures 
  that resemble metal horseshoe crabs.  They crawl 
  about in fast, random patterns.  They will attack 
  as soon as anyone enters the room.  They will not 
  enter the corridor unless they are somehow 
  tricked to come out.  
   
  
  -11- 
   
  MEKAHORSHOE CRAB (1 HD)                     
  24 hp   AC 3(17) 
  # At 3, DMG 1d4 + special, Save F1, ML 12 
   
  Mekahorseshoe crabs strongly resemble their 
  organic namesakes.  However they have metal 
  shells and a stinger at the end of their long, 
  flexible tail.  On a successful hit, the victim 
  takes1d4 points of damage and must makea  
  SAVING THROW VS. PARALYSIS.  On a failed 
  roll, the victim is paralyzed for 1d4 rounds. 
    
  They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  10 11 12 13 14 15 16 17 18 
  Ascending AC combat information 
  +1 (1d4 + special) stinger and paralysis 
   
  If the PC's investigate the ship, they will find the 
  door to the forward cabin is unlocked. A large, 
  throne-like chair sits in the middle of the room.  
  Underneath the windows are bookshelves.  They 
  contain books of star charts and diagrams that 
  show stars inside great glass spheres.  On the top 
  of the front bookshelf, is a chart with hand 
  written annotations and arrows.  Near the center 
  of the chart is a rocky area that seems to show the 
  rune building that the party is in. 
   
  The door to the rear cabin is locked, but not 
  trapped.  Inside is a large, luxurious bed, a table 
  with silver utensils and crystal plates, a locked 
  desk, and a chair.  There are two smaller rooms.  
  One is a closet containing fine women's clothing.  
  They are cut for a tall, slender woman.  The other 
  room contains a bathtub, washing basin, towels, a  
  fine red robe, and what appears to be a large 
  porcelain chamber pot filled with clear water. 
   
  Inside the locked desk are several items.  Paper, 
  pens, and ink bottles are there.  In a notebook is a 
  list of prominent citizens and mages from the 
  party's world.  They will recognize Mayor 
  Hamelton's name on the list.  (The GM should 
  feel free to add other names if they wish).  Also 
  in the desk are three Healing Potions (1d6+1), a 
  scroll containing the spell Invisibility, and a 
  bottle which contains the potion Rust Metal.  A 
  description of the spell that the potion mimics is 
  given below: 
   
  Rust Metal 
   
  Range: Touch 
  Magic-User 2  
  Duration: Instantaneous 
   
  The spell causes a three foot by three foot by 
  three foot cubic area to rust immediately.   Any 
  organic matter in the cube is left unharmed.  It 
  may also be used against metal constructs such as 
  iron golems or metal living statues.  Magical 
  items will lose one +1 effect every time they are 
  affected by this spell. 
    
  The lower deck contains a single cabin with 
  austere furniture, and men's clothing and personal 
  items.  There are empty crates labelled "Runes" 
  there as well. 
   
  MAP 2, AREA 6 
  This corridor is completely dark.  Ahead of the 
  party, they will hear a whirring sound that gets 
  louder as they approach.  At the end of the 
  corridor is the stairwell to level 2 (MAP 3).  
  However the bottom landing is trapped.  The 
  whirring sound is caused by moving circular 
  blades embedded in the floor, much like table saw 
  blades.  The landing is about eight feet wide, and 
  requires a successful DEXTERITY check to jump 
  over.  On a failed attempted, characters will still 
  make it across, but will take 1d8 damage from the 
  blades. 
   
  A shutoff switch is hidden at the top of the stairs.  
  It requires a successful FIND SECRET DOORS 
  check to find it and switch off the blades. 
   
  The PC's may try to throw something to jam the 
  mechanism.  This requires a RANGED ATTACK 
  vs. AC 5(15).   For each successful attempt, 
  subtract 2 from their DEXTERITY check roll 
  
  -12- 
   
  (this is effectively a +2 bonus).  On a failed 
  attempt, there is a 50% chance (1 to 3 on a 1d6) 
  that the object will fly back and hit one of the 
  party members inflicting 1d6 damage. 
   
  At the top of the stairwell, the lighting returns.  
    
  MAP 3, AREA 1 
  As the party approaches AREA 1, they will hear 
  the loud banging of tools.  This area serves as an 
  ore processing room.  Inside, eight mekaminers 
  are placing raw ore into large processing 
  machines.  The small empty room in the corner is 
  an elevator/lift to the mines below the surface. 
   
   
   
  If any of the party members enter the room, the 
  mekaminers will come over, grab one of their 
  arms, and force them towards the nearest shovel.  
  They will say "New worker, shovel ore."  It 
  requires a successful  OPEN DOORS check to 
  break free of their grip. 
   
  The constructs will only fight if they are attacked.  
  However, they move fast and will try to block the 
  path of anyone trying to leave the room.  It will 
  require two successful DEXTERITY checks to 
  leave the room.  Failing either check means they 
  will try to grab the PC again.  However, this 
  second time, the mekaminers must make a 
  successful MELEE ATTACK roll. 
   
  MEKAMINER (4 HD)                     
  18 hp   AC 5(15) 
  # At 2(blows), DMG 1d6/1d6, Save F4, ML 8 
   
  Mekaminers are boxy constructs that move on 
  treads.  They have been built but the mekautoms 
  to serve as servants.  As such, they only have 
  rudimentary 
  intelligence 
  and 
  a 
  limited 
  vocabulary. 
   
  They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
  Ascending AC combat information 
  +4 (1d6/1d6) limb/limb 
   
  MAP 3, AREA 2 
  This area houses the men brought from Swoyer's 
  Haven.  The door is shut, but not locked.  Inside 
  the doorway stand two mekautom guards.  They 
  are quietly conversing in their machine language.  
  Behind them, 15 men lie on bunks.  They have no 
  blankets 
  or 
  possessions, 
  and 
  appear 
  malnourished.  A barrel of water and dipper is in 
  one corner.  A large bucket that serves as a 
  chamberpot is in the alcove in the far corner. 
   
  If the party defeats or neutralizes the mekautoms, 
  they may wish to question either the mekautoms 
  or the men.  The mekautoms do speak common 
  and will ask to be freed in exchange for 
  information.  Here's what both they and the men 
  know. 
   The mekautoms are working for the 
  sorceress 
  Harmonia 
  Rose 
  and 
  her 
  bodyguard, Sir Vankin. 
  
  -13- 
   
   
   
   She plans to use these metal runes to 
  control the will of important people on her 
  world, the PCs' world. 
   The runes will eventually be implanted in 
  all people, giving her total control. 
   The mekautoms are working for her 
  because she has told them she plans to end 
  war and strife on her world. 
   
  The men are quite weakened, as they have not 
  been fed in three days.  If the party can provide 
  some nourishment or healing, they will be able to 
  provide information.  Possible names for the men 
  are Arnald, Lethold, and Jaralus.  The mayor, 
  Cornoth Hamelton was recently taken by the 
  sorceress and Sir Vankin. 
   
  Since the men are so weakened, they will not be 
  able to provide much help.  They may be able to 
  make noise to create a distraction, if the PC's 
  suggest this.   
   
  GM's Note: 
  If needed, the men can act as replacement PC's.  
  You are certainly free to allow a Cure Light 
  Wounds spell or a Healing Potion to restore 
  them.  Then just use one of the character sheets 
  from Appendix B. 
   
  MEKAUTOM (3 HD)                     
  15 hp   AC 2(18) 
  # At 2(blows), DMG 1d6/1d6, Save F3, ML 8 
   
  These mechanical sentients are the most 
  numerous inhabits of the plane of Mekaloare.  
  They resemble walking suits of armor, and are 
  intelligent and self-aware.  The build metal ships 
  to traverse the various planets of Mekaloare. 
  They are immune to Sleep spells and do not 
  require sleep. Also, they only receive one half 
  healing from healing potions and spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  8 
  9 
  10 11 12 13 14 15 19 
  Ascending AC combat information 
  +3 (1d6/1d6) limb/limb or weapons 
   
  MAP 3, AREA 3 
  A short set of stairs leads up to the next chamber.  
  Three mekautom guards carrying swords can be 
  seen from the bottom of the stairs.  A man's 
  painful groaning can be heard, as well as a 
  woman's voice.  A HEAR NOISE or LISTEN 
  check will allow a PC to make out the words: 
  "Bind the rune to him, bind his will to mine 
  forever!" 
   
  When they enter the room, the party will find the 
  mayor is strapped to a table in the center of the 
  room.  The table is surrounded by four pillars and 
  a short railing.  There is a large circular opening 
  in the roof above the table.  Glowing tendrils of 
  gas encircle his head and stretch out to the starry 
  sky above. The sorceress Harmonia Rose is inside 
  the railing chanting a spell, and Sir Vankin is 
  outside for protection. 
   
  Harmonia is a slender, attractive woman about 
  thirty years old.  She wears a band around her 
  forehead with a  small metal runestone attached at 
  the front.  The rune casts a faint green glow over 
  her face and long black hair.  
  
  -14- 
   
  Sir Vankin is outfitted in black plate metal armor.  
  Beneath his helmet, he has rugged features and 
  wears his hair in a mullet to pad his helmet.  He 
  carries a large, flaming sword.  This is a magic 
  sword described below. 
   
  Upon seeing any of the party, Sir Vankin will 
  command the mekautoms: "Get them, they must 
  not be allowed to disrupt the spell!"  He will also 
  join the fight, as will the sorceress. 
   
  HARMONIA ROSE (5 HD) 
  20 hp   AC 8(12) 
  # At 1, DMG 1d4, Save M5, ML 9 
   
  Spells Memorized: 
  Level 1: Magic Missile, Magic Missile, Light 
  Level 2: Mirror Image, Invisibility 
  Level 3: Dispel Magic 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  10 11 12 13 14 15 16 17 18 
  Ascending AC combat information 
  +1 (1d4) dagger 
   
  SIR VANKIN (4 HD) 
  16 hp   AC 2(18) 
  # At 1, DMG 1d8, Save M5, ML 9 
   
  Uses his FLAMES ON COMMAND SWORD 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
  Ascending AC combat information 
  +4 (1d8+1) FLAMES ON COMMAND SWORD 
   
  FLAMES ON COMMAND SWORD 
  Under ordinary circumstances, this sword acts as 
  a normal, 1d8 damage sword.  However, it also 
  has the ability to be shrouded in flames when the 
  user desires it.  The user simply must hold the 
  sword and say "Flames".  The sword then bursts 
  into flames and provides a +1 bonus "to hit" and 
  to damage.  Additionally, victims who are 
  especially vulnerable to fire (trolls, treants, the 
  Carven) must make a SAVING THROW vs. 
  DEATH RAY or catch fire and take continuing 
  1d6 damage. 
   
  MEKAUTOM (3 HD)                     
  15 hp   AC 2(18) 
  # At 2(blows), DMG 1d6/1d6, Save F3, ML 8 
   
  Immune to Sleep spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  8 
  9 
  10 11 12 13 14 15 19 
  Ascending AC combat information 
  +3 (1d6/1d6) limb/limb or weapons 
   
  If Harmonia is restrained, she will collapse and 
  say nothing.  A closer look at any wounds will 
  reveal that her insides are made of wires, tubes, 
  and oil.  Harmonia was never really there.  She 
  was only channeling her spells through this 
  mechanical simulacrum.  As a last sentence, the 
  simulacrum will utter: "We're not through.  I will 
  be seeing you again." 
   
   
  HARMONIA ROSE 
   
   
  
  -15- 
   
  GM's Note: This allows you to use Harmonia 
  Rose in future adventures as a recurring villain.  
  Thwarting her other plans and eventually 
  confronting her in person can be a mini-campaign 
  in itself. 
   
  If Sir Vankin is captured, he will offer the 
  following information in exchange for his life: 
   Harmonia used the ship to travel to this 
  planet and use its special metals to create 
  the rune blocks. 
   He does not know how to pilot the ship, 
  only that she sat in the large chair and 
  concentrated while they were travelling 
  among the stars. 
   He claims that he only wanted to help her 
  because he wanted to bring peace to the 
  world.  She could do this if she was its 
  complete mistress. 
   He will disclose the location of the real 
  Harmonia's tower if offered the chance to 
  return to with the party.  This location is 
  left to the GM's discretion. 
   
  Harmonia has a dagger on her, a RING OF 
  PROTECTION, and the rune attached to the 
  band on her forehead.  Sir Vankin has his 
  FLAMES ON COMMAND SWORD and 200 
  gp.  The mekautoms carry nothing but their 
  swords. 
   
  After (hopefully) the threat of the sorceress is 
  neutralized, any remaining mekautoms will stop 
  fighting.  They will say "Her plan to bring peace 
  to your world is ended."  They will permit the 
  party to leave and attempt to leave the structure as 
  well. 
   
  CONCLUDING THE ADVENTURE 
  The men of Swoyer's Haven may be led back 
  through the portal to Warlock's Isle.  Segar will 
  gladly make several trips to ferry the men and the 
  party back to the mainland.  Merrick and the 
  mayor were the only ones who had the runes 
  implanted.  The clerics at Swoyer's Have can 
  remove them safely.   If asked, Artaigon can also 
  remove them using a Teleport spell. 
   
  If the party is able to return at least some of the 
  men safely, they will be paid the agreed upon 
  reward.  They will be honored with a feast held in 
  the town council hall, and asked about their plans 
  for the future. 
   
  EXTENDING THE ADVENTURE 
  Here are some suggestions for extending this 
  adventure: 
   The party may wish to return to 
  Mekaloare for further adventures.  The 
  sorceress's ship at the structure may be 
  used for travel to other parts of the plane. 
   The mine under the rune structure may 
  contain hidden treasure or peril. 
   Mayor Hamelton may hire the party as 
  special operatives for Swoyer's Haven.  
  They may be called on to infiltrate a 
  criminal gang, clean out a nest of orcs 
  harassing caravans to the town, or to 
  protect 
  visiting 
  dignitaries. 
   
  Most 
  importantly, he may hire them to track 
  down Harmonia Rose. 
   Sailor Segar may invite the party on his 
  next seagoing mission.  He hopes to find 
  lost treasure on an island rumored to be 
  populated by prehistoric beasts.  (Just stay 
  off tall buildings when you get back!) 
    
  CONCLUSION 
  Thank you for purchasing this adventure.  Change 
  what you like and make it your own.  Most 
  importantly, have a great time with your players! 
   
   
   
  
  -16- 
   
  appendix A:  Maps 
  
  -17- 
   
  
  -18- 
   
  
  -19- 
   
  Appendix B: 
  PREGENERATED CHARACTERS 
   
  The pregenerated characters that appear on the following pages are all third level characters.  Maximum 
  hit points were given for each character.  Feel free to allow Magic-Users and Elves to adjust their spell 
  list if desired.  
  Three BONUS character sheets are provided to give you a taste of some of our other supplements 
  (which are pretty cheap, too!). 
   
  CARVEN – A wooden construct race, much like robots. A full character class write-up from levels 1-10 
  is available in THE CARVEN, also by Sharp Mountain Games on drivethrurpg.com. 
  HALFLING THIEF – A classic for all time! A full character class write-up from levels 1-14, along 
  with a number of other classes, is available in ADDITIONAL RACIAL CLASSES FOR BASIC AND 
  EXPERT STYLE GAMES, also by Sharp Mountain Games on drivethrurpg.com. 
  WANDERWOOD – A player character version of the Treant. A full character class write-up from 
  levels 1-10 is available in WANDERWOODS, also by Sharp Mountain Games on 
  drivethrurpg.com. 
   
   
   
   
   
  Carven 
  Halfling Thief 
  Wanderwood 
   
  
  -20- 
   
  CLERIC (Level 4)                         AC 6(14)  HP 24 
   
  Abilities 
   
   
   
  Adj. 
  STR 14 
  (To-Hit, Damage, 
  Open Doors) 
  +1 
  DEX 
  8 
  (Missile To-Hit, AC, 
  Initiative) 
  -1 
  CON 10 
  (Hit Points) 
   
   
  INT 12 
  (Languages) 
   
   
  WIS 16 
  (Save vs. Spells) 
   
  +2 
  CHA 13 
  (Reactions) 
   
  +1 
   
  Gear 
     Chainmail, Holy Symbol, Holy Water,  
     Healing Potion 
   
  Weapons 
     Mace: (1d6) 
     Sling:  (1d4) 
     Unarmed: (1d2) 
   
  Saving Throws 
   
  POISON/DEATH RAY 11 
  MAGIC WANDS 12 
  PARALYSIS/PETRIFY 14 
  DRAGON BREATH 16 
  SPELLS 15 
   
  Turn Undead 
    Skeleton 
  D 
    Zombie 
  T 
    Ghoul 
  T 
    Wight 
  7 
    Wraith 
  9 
    Mummy 
  11 
   
  Spells 
     First level (2/day) 
     Second Level (1/day) 
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Mace:  +2 (1d6 +1) 
  Sling: +1 (1d4) 
  Unarmed: +2 (1d2+1) 
   
   
   
   
   
  
  -21- 
   
  DWARF (Level 4)                                 AC 5(15)  HP 36 
   
  Abilities 
   
   
   
  Adj. 
  STR 16 
  (To-Hit, Damage, 
  Open Doors) 
  +2 
  DEX 12 
  (Missile To-Hit, AC, 
  Initiative) 
   
  CON 14 
  (Hit Points) 
   
  +1 
  INT 10 
  (Languages) 
   
   
  WIS 13 
  (Save vs. Spells) 
   
  +1 
  CHA 
  8 
  (Reactions) 
   
  -1 
   
  Gear 
    Chainmail, Healing Potion  
   
  Weapons 
     2-handed Axe: (1d8)  
     Dagger:  (1d4)  
     Unarmed (1d2) 
   
  Saving Throws 
   
  POISON/DEATH RAY 
  6 
  MAGIC WANDS 
  7 
  PARALYSIS/PETRIFY 
  8 
  DRAGON BREATH 10 
  SPELLS 10 
   
  Special Abilities 
    Infravision 
    Find traps and mining (2/6) 
   
  Languages 
   Dwarvish 
   Gnomish 
   Kobold 
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  2-handed Axe::  +5 (1d6+2) 
  Dagger:  +5 (1d4+2) 
  Dagger(thrown):  +3 (1d4) 
  Unarmed: +5 (1d2+2) 
   
   
   
  
  -22- 
   
  ELF (Level 4)                                               AC 3(17)  HP 24 
   
   
  Abilities 
   
   
   
  Adj. 
  STR 12 
  (To-Hit, Damage, 
  Open Doors) 
   
  DEX 16 
  (Missile To-Hit, AC, 
  Initiative) 
  +2 
  CON 10 
  (Hit Points) 
   
   
  INT 13 
  (Languages) 
   
  +1 
  WIS 
  8 
  (Save vs. Spells) 
   
  -1 
  CHA 14 
  (Reactions) 
   
  +1 
   
  Gear 
    Spellbook, Chainmail armor, Healing Potion  
   
  Weapons 
     Sword: (1d8)  
     Bow:   (1d6) 
   
  Saving Throws 
   
  POISON/DEATH RAY 10 
  MAGIC WANDS 11 
  PARALYSIS/PETRIFY 11 
  DRAGON BREATH 13 
  SPELLS 12 
   
  Special Abilities 
    Infravision 
    Find secret doors (2/6) 
    Immune to ghoul paralysis 
   
  Languages 
   Elvish, Orc, Hobgoblin, Gnoll 
    
  Spells 
     First level (2/day): Magic missile, Sleep 
     Second level (2/day): Invisibility, Knock 
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Sword  +3 (1d8) 
  Bow:  +5 (1d6) 
  Unarmed: +3 (1d2) 
   
   
   
   
  
  -23- 
   
  FIGHTER (Level 4)                             AC 4(16)  HP 36 
   
  Abilities 
   
   
   
  Adj. 
  STR 16 
  (To-Hit, Damage, 
  Open Doors) 
  +2 
  DEX 13 
  (Missile To-Hit, AC, 
  Initiative) 
  +1 
  CON 14 
  (Hit Points) 
   
  +1 
  INT 12 
  (Languages) 
   
   
  WIS 10 
  (Save vs. Spells) 
   
   
  CHA 
  8 
  (Reactions) 
   
  -1 
   
  Gear 
    Chainmail armor, Healing Potion  
   
  Weapons 
     2 handed sword: (1d10+2)  
     Bow:  (1d6) 
   
  Saving Throws 
   
  POISON/DEATH RAY 10 
  MAGIC WANDS 11 
  PARALYSIS/PETRIFY 12 
  DRAGON BREATH 13 
  SPELLS 14 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  2-handed Sword::  +5 (1d10+2) 
  Bow:  +4 (1d6) 
  Unarmed: +5 (1d2+2) 
   
   
   
   
   
   
   
  
  -24- 
   
  HALFLING (Level 4)                        AC 3(17)  HP 24 
   
  Abilities 
   
   
   
  Adj. 
  STR 
  8 
  (To-Hit, Damage, 
  Open Doors) 
  -1 
  DEX 16 
  (Missile To-Hit, AC, 
  Initiative) 
  +2 
  CON 10 
  (Hit Points) 
   
   
  INT 12 
  (Languages) 
   
   
  WIS 13 
  (Save vs. Spells) 
   
  +1 
  CHA 14 
  (Reactions) 
   
  +1 
   
  Gear 
    Chainmail armor, Marbles, Healing Potion  
   
  Weapons 
    Short sword: (1d6)  
    Bow: (1d6) 
   
  Saving Throws 
   
  POISON/DEATH RAY 
  6 
  MAGIC WANDS 
  7 
  PARALYSIS/PETRIFY 
  8 
  DRAGON BREATH 10 
  SPELLS 10 
   
  Special Abilities 
     -2 (+2) to AC against large opponents 
     Hide Outdoors (90%) 
     Hide Indoors (33%) 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Short Sword:  +2 (1d6-1) 
  Bow:  +5 (1d6) 
  Unarmed: +2 (1d2-1) 
   
   
   
   
   
   
   
  
  -25- 
   
  MAGIC-USER (Level 4)                AC 8(12)  HP 16 
   
   
  Abilities 
  Adj. 
  STR 
  8 
  (To-Hit, Damage, 
  Open Doors) 
  -1 
  DEX 13 
  (Missile To-Hit, AC, 
  Initiative) 
  +1 
  CON 10 
  (Hit Points) 
   
   
  INT 16 
  (Languages) 
   
  +2 
  WIS 12 
  (Save vs. Spells) 
   
   
  CHA 14 
  (Reactions) 
   
  +1 
   
  Gear 
     Spellbook, Healing Potion, Sweet Robes 
   
  Weapons 
    Dagger:  (1d4)  
  Saving Throws 
   
  POISON/DEATH RAY 13 
  MAGIC WANDS 14 
  PARALYSIS/PETRIFY 13 
  DRAGON BREATH 16 
  SPELLS 15 
   
  Languages 
   Elvish, Dragon 
   
  Spells 
     First level (2/day): Magic missile, Charm person 
     Second level (1/day):  Web 
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Dagger:  +0 (1d4-1) 
  Dagger(thrown):  +2 (1d4) 
  Unarmed: +0 (1d2-1) 
   
   
   
   
   
   
   
   
   
  
  -26- 
   
  THIEF (Level 4)                                       AC 5(15)  HP 20 
   
   
  Abilities 
   
   
   
  Adj. 
  STR 12 
  (To-Hit, Damage, 
  Open Doors) 
   
  DEX 16 
  (Missile To-Hit, AC, 
  Initiative) 
  +2 
  CON 14 
  (Hit Points) 
   
  +1 
  INT 10 
  (Languages) 
   
   
  WIS 
  8 
  (Save vs. Spells) 
   
  -1 
  CHA 13 
  (Reactions) 
   
  +1 
   
  Gear 
     Leather Armor, Thieves tools, Healing Potion  
   
  Weapons 
    Short Sword: (1d6)  
    Dagger: (1d4)  
   
   
  Saving Throws 
   
  POISON/DEATH RAY 13 
  MAGIC WANDS 14 
  PARALYSIS/PETRIFY 13 
  DRAGON BREATH 16 
  SPELLS 15 
   
  Thieves’ Abilities 
    Open Locks (30%) 
    Climb (90%) 
    Hide in Shadows (25%) 
    Hear Noise (50%) 
    Remove Traps (25%) 
    Pick Pockets (35%) 
    Move Silently (35%) 
    Backstab +4 to hit and double damage 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Dagger:  +1 (1d4) 
  Dagger(thrown):  +3 (1d4) 
  Unarmed: +1 (1d2) 
   
   
   
   
   
   
  
  -27- 
   
  CARVEN (Level 4)                      AC 3(17)  HP 36 
   
  Abilities 
   
   
   
  Adj. 
  STR 12 
  (To-Hit, Damage, 
  Open Doors) 
   
  DEX 13 
  (Missile To-Hit, AC, 
  Initiative) 
  +1 
  CON 14 
  (Hit Points) 
   
  +1 
  INT 16 
  (Languages) 
   
  +2 
  WIS 10 
  (Save vs. Spells) 
   
   
  CHA 
  8 
  (Reactions) 
   
  -1 
   
  Gear 
    Leather Armor, Healing Potion 
   
  Weapons 
     Sword: (1d8)  
     Bow:    (1d6) 
   
  Saving Throws 
   
  POISON/DEATH RAY 10 
  MAGIC WANDS 11 
  PETRIFY/PARALYSIS 12 
  DRAGON BREATH 12 
  SPELLS 
  9 
   
  Special Abilities/Restrictions 
    Scout (45%) 
    Identify Potions (40%) 
    Limited Healing 
        (Only receive ½  hp from healing spells) 
    Flammable  
        (Save vs. DB or 1d4 continuing DMG) 
   
  Languages 
    Treant, Gnome  
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Sword:  +2 (1d8) 
  Bow:  +3 (1d6) 
  Unarmed: +2 (1d2) 
   
   
   
   
   
  CARVEN – A wooden construct race, much like robots.  A full character class write-up from levels 1-
  10 is available in THE CARVEN, also by Sharp Mountain Games on drivethrurpg.com. 
   
  
  -28- 
   
  HALFLING THIEF (Level 4)   AC 5(15)  HP 26 
   
  Abilities 
   
   
   
  Adj. 
  STR 12 
  (To-Hit, Damage, 
  Open Doors) 
   
  DEX 16 
  (Missile To-Hit, AC, 
  Initiative) 
  +2 
  CON 14 
  (Hit Points) 
   
  +1 
  INT 10 
  (Languages) 
   
   
  WIS 
  8 
  (Save vs. Spells) 
   
  -1 
  CHA 13 
  (Reactions) 
   
  +1 
   
  Gear 
    Leather Armor, Thieves tools, Healing Potion 
   
  Weapons 
     Short Sword: (1d6)  
     Dagger: (1d4)  
   
  Saving Throws 
   
  POISON/DEATH RAY 
  7 
  MAGIC WANDS 
  8 
  PETRIFY/PARALYSIS 
  9 
  DRAGON BREATH 12 
  SPELLS 11 
  Special Abilities 
     -2 (+2) to AC against large opponents 
     Hide Outdoors (90%) 
     Hide Indoors (33%) 
   
  Thieves’ Abilities 
    Open Locks (30%) 
    Climb (90%) 
    Hide in Shadows (25%) 
    Hear Noise (50%) 
    Remove Traps (25%) 
    Pick Pockets (35%) 
    Move Silently (35%) 
    Backstab +4 to hit and double damage 
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Short Sword: +1 (1d6) 
  Dagger:  +1 (1d4) 
  Dagger(thrown):  +3 (1d4) 
  Unarmed: +1 (1d2) 
   
   
  HALFLING THIEF – A full character class write-up from levels 1-14, along with a number of other 
  classes, is available in ADDITIONAL RACIAL CLASSES FOR BASIC AND EXPERT STYLE 
  GAMES, also by Sharp Mountain Games on drivethrurpg.com. 
  
  -29- 
   
  WANDERWOOD (Level 4)   AC 5(15)  HP 40 
   
  Abilities 
   
   
   
  Adj. 
  STR 13 
  (To-Hit, Damage, 
  Open Doors) 
  +1 
  DEX 
  8 
  (Missile To-Hit, AC, 
  Initiative) 
  -1 
  CON 16 
  (Hit Points) 
   
  +2 
  INT 14 
  (Languages) 
   
  +1 
  WIS 12 
  (Save vs. Spells) 
   
   
  CHA 10 
  (Reactions) 
   
   
   
  Gear 
    Great Staff, Sling, Sling Stones, Pouch  
   
  Weapons 
  Great Staff: (1d6)  
  Sling:  (1d4)  
   
  Saving Throws 
   
  POISON/DEATH RAY 11 
  MAGIC WANDS 10 
  PETRIFY/PARALYSIS 12 
  DRAGON BREATH 14 
  SPELLS 
  8 
   
  Special Abilities/Restrictions 
    Tracking (45%)  
    Hide in wooded area (95%)  
    Find Healing Herbs (1d6)  
    Photosynthetic  
    Flammable  
        (Save vs. DB or 1d4 continuing DMG) 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
   
  ASCENDING ARMOR CLASS COMBAT SECTION 
  (If using ascending AC, roll a d20 and add the bonus listed for each weapons. The total damage is in parentheses). 
   
  Great Staff: +3 (1d6+1) 
  Sling:  +1 (1d4) 
  Unarmed: +3 (1d2+1) 
   
   
   
   
   
   
   
  WANDERWOOD – A player character version of the Treant. A full character class write-up from 
  levels 1-10 is available in WANDERWOODS, also by Sharp Mountain Games on 
  drivethrurpg.com. 
  
  -30- 
   
  Appendix C: 
  OPPONENTS REFERENCE PAGE 
  MEKAHOUNDS (3 HD)         
  15 hp   AC 3(17) 
  # At 3, DMG 1d6/1d6/1d6, Save F3, ML 8 
   
       Mekahounds are metal attack dogs from the 
  plane of Mekaloare.  They are vicious in battle, 
  though the noise from their bodies makes it 
  difficult for them to hide their approach.  Their 
  insides are filled with various fluids, tubes, and 
  wires. 
       They are immune to sleep spells and can use 
  their sharp claws to slice out of Web spells in 
  one full round. 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  8 
  9 
  10 11 12 13 14 15 16 
  Ascending AC combat information 
  +3 (1d6/1d6/1d6) claw/claw/bite 
   
  GUARDIAN EMPLACEMENT (4 HD)                     
  24 hp   AC 3(17) 
  # At 3, DMG 1d6/1d6/1d6, Save F1, ML 12 
   
       The Guardian Emplacement is a fixed form 
  of the Living Statue. It stands eight feet tall, and 
  has a domed head with three tubes attached to 
  it.  It is immobile, except for the tubes which can 
  swivel to shoot a spray of fire (40' range).  On a 
  Natural 20, the victim must make a Saving 
  Throw vs. Death Ray or suffer continuing fire 
  damage of 1d6/round. 
       They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 
  15 
  Ascending AC combat information 
  +4 (1d6/1d6/1d6) firespray 
   
  MEKAHORSHOE CRAB (1 HD)                     
  24 hp   AC 3(17) 
  # At 3, DMG 1d4 + special, Save F1, ML 12 
   
  Mekahorseshoe crabs strongly resemble their 
  organic namesakes.  However they have metal 
  shells and a stinger at the end of their long, 
  flexible tail.  On a successful hit, the victim 
  takes1d4 points of damage and must makea  
  SAVING THROW VS. PARALYSIS.  On a failed 
  roll, the victim is paralyzed for 1d4 rounds. 
    
  They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  10 11 12 13 14 15 16 17 18 
  Ascending AC combat information 
  +1 (1d4 + special) stinger and paralysis 
   
  MEKAMINER (4 HD)                     
  18 hp   AC 5(15) 
  # At 2(blows), DMG 1d6/1d6, Save F4, ML 8 
   
  Mekaminers are boxy constructs that move on 
  treads.  They have been built but the mekautoms 
  to serve as servants.  As such, they only have 
  rudimentary 
  intelligence 
  and 
  a 
  limited 
  vocabulary. 
   
  They are immune to Charm, Sleep, and Hold 
  spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
  Ascending AC combat information 
  +4 (1d6/1d6) limb/limb 
   
  
  -31- 
   
  MEKAUTOM (3 HD)                     
  15 hp   AC 2(18) 
  # At 2(blows), DMG 1d6/1d6, Save F3, ML 8 
   
  Immune to Sleep spells. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  8 
  9 
  10 11 12 13 14 15 19 
  Ascending AC combat information 
  +3 (1d6/1d6) limb/limb or weapons 
   
   
  HARMONIA ROSE (5 HD) 
  20 hp   AC 8(12) 
  # At 1, DMG 1d4, Save M5, ML 9 
   
  Spells Memorized: 
  Level 1: Magic Missile, Magic Missile, Light 
  Level 2: Mirror Image, Invisibility 
  Level 3: Dispel Magic 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  10 11 12 13 14 15 16 17 18 
  Ascending AC combat information 
  +1 (1d4) dagger 
  SIR VANKIN (4 HD) 
  16 hp   AC 2(18) 
  # At 1, DMG 1d8, Save M5, ML 9 
   
  Uses his FLAMES ON COMMAND SWORD 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  Hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
  Ascending AC combat information 
  +4 (1d8+1) FLAMES ON COMMAND 
  SWORD 
   
  FLAMES ON COMMAND SWORD 
  Under ordinary circumstances, this sword acts 
  as a normal, 1d8 damage sword.  However, it 
  also has the ability to be shrouded in flames 
  when the user desires it.  The user simply must 
  hold the sword and say "Flames".  The sword 
  then bursts into flames and provides a +1 bonus 
  "to hit" and to damage.  Additionally, victims 
  who are especially vulnerable to fire (trolls, 
  treants, the Carven) must make a SAVING 
  THROW vs. DEATH RAY or catch fire and 
  take continuing 1d6 damage. 
  
  -32- 
   
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  THE 
  SORCERESS 
  OF 
  MEKALOARE 
  Copyright © 2018 John Fredericks 
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/The Sorceress of Mekaloare (LL)/The Sorceress of Mekaloare.pdf