TEXT:  
   
  GIANT’S PERCH 
   
   
  The elven alchemist Corlue needs brave adventurers to help him locate a rare plant in the 
  northern woods.  This plant can help him locate an ancient undead king who seeks to return to 
  life and conquer the world.  Who will aid him in his quest? 
   
   
   
   
  
   
   
  GIANT’S PERCH
   
   
  Travel north to the abandoned mountain temple known as Giant’s Perch.  There you will 
  help recover a rare plant whose extract my help stem the tide of an ancient undead evil.  
  Not bad for a few days work.   Here’s what you get for your gold pieces: 
   
   a base town and local personalities (NPC’s) 
   new monsters (including the Octobat!) 
   pregenerated player characters (PC’s)  
   map images for use with a Virtual Tabletop 
   printable large maps (color and black and white) 
   printable tokens 
   
   
  This adventure can be used with your favorite old school fantasy ruleset, retroclone, or 
  retro-inspired game with little or no modifications.  It can also be used with later editions 
  with a little tweaking. 
   
  Gaming looks even sweeter from Sharp Mountain! 
   
  Copyright © 2015 John Fredericks.  All Rights Reserved. 
  Distributed under the terms of the Open Game License version 1.0a 
   
  
  -3- 
   
  GIANT’S PERCH 
  Page 
  Introduction 
  Beginning the Adventure 
  4 
  Part One:   
  Meeting Corlue 
  5 
  Part Two:   
  Back In Adela 
  7 
  Part Three:    Searching for Elmheart 
  8 
  Part Four:     
  The Giant’s Perch 
  10 
  Appendix 1:   Pregenerated Characters 
  17 
  Appendix 2:   Color Maps 
  24 
  Appendix 3:   Printer-friendly Maps 
  27 
  Appendix 4:   Tokens page 
   
   
   
   
   
   
  Copyright © 2015 John Fredericks.  All Rights Reserved. 
  Distributed under the terms of the Open Game License version 1.0a 
   
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and 
  Advanced Labyrinth.  Labyrinth LordTM are trademarks of Daniel Proctor. These 
  trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at 
  www.goblinoidgames.com. 
  
  -4- 
   
  GIANT’S PERCH:  INTRODUCTION 
   
  Welcome, and thanks for purchasing this product.  
  This adventure is designed for use with your favorite 
  old-school game, retroclone, or retro-inspired game.  
  You should be able to use the stats in this adventure 
  with little or no modification.  Pre-generated 
  characters are provided at the end of the adventure for 
  your convenience.  Print them, pass them out, and 
  you’re ready to go.  Also, your players can use their 
  own characters if you plan to weave this adventure 
  into your current campaign. 
   
  In this adventure, the player characters (PC’s) will 
  encounter the skilled elven alchemist Corlue, and aid 
  him in his mission.  They will seek the location of 
  flowers which Corlue hopes to use as spell 
  components to locate an ancient evil.  However, it 
  won’t be as easy as going to the woods to pick daisies. 
   
  Nothing ever is. 
   
  NOTES FOR THE GAME MASTER 
  Monsters: Full monster description blocks are 
  provided for new monsters.  A “to hit” chart is 
  provided with each for your convenience. 
   
  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. 
   
  Adjusting for Party Size:  This adventure was 
  designed for 4-6 players, assuming the major classes 
  (fighter, magic user, cleric, thief) are represented.  For 
  smaller parties, feel free to reduce the number of 
  opponents. 
   
  Rule Zero:  Change whatever you like.  Move magic 
  items and rewards; let the monsters wander wherever 
  you need them.  Have opponents run away if things 
  get really bad.  It’s your call. 
   
   
  BEGINNING THE ADVENTURE 
  Players begin their adventure in the town of Adela.  
  This bustling trade center lies at the crossing of a 
  major river and the main road to the west.  Local 
  farmers, craftsmen, and hunters all ply their wares in 
  the markets. Residents are used to seeing a wide 
  variety of travelers, so this is a welcoming town for 
  diverse adventuring parties. [GM’s note:  if you are 
  using your own base town, just adjust the NPC’s and 
  descriptions mentioned here accordingly.] 
   
  INVOLVING THE PLAYERS: If the player 
  characters (PC's) are from Adela, Mayor DeGray will 
  hire them to meet Corlue, an elven alchemist who is 
  travelling to town.  They are to escort him safely for 
  the last few miles of his journey.  If there are any 
  elves in the party, they may be related to Corlue.  
  Other party members may have met him on previous 
  adventures and be willing to help him arrive safely.  If 
  none of these options works in your campaign, 
  perhaps the party is travelling to Adela and chances to 
  meet up with him on the road.  If you are running this 
  as a one-shot or convention module, simply give them 
  a little background, tell them that they are deputies 
  from the town, and get right to Encounter 1.  Here’s 
  some information to help role-play the encounter with 
  Mayor DeGray. 
   
  A MEETING WITH THE MAYOR:  Mayor 
  Clifton DeGray, a small, thin man with a gray beard 
  asks to see the party.  He has a soft, gentle voice, and 
  his vocabulary indicates he’s had some education.  He 
  asks the PC’s to travel about three miles outside of 
  town 
  to 
  the 
  bridge 
  crossing 
  Three 
  Trout 
  Stream.  There they will meet an elven alchemist, 
  Corlue, who is coming to the town on an important 
  mission.  He will offer to pay the party about 50 gp 
  each for the day's work, though if anyone knows 
  Corlue, they may offer to do it for free. 
   
  If asked for more information, he will say that while 
  he doesn't expect any trouble, he would still prefer it if 
  Corlue did not travel the final part of his journey 
  alone.  There have been rumors of some creatures 
  roaming the woods north of town, and he'd feel better 
  with more security.  He cannot spare his deputies at 
  this time as the spring trading season is now fully 
  underway.  
   
   
   
   
  
  -5- 
   
  PART ONE:  MEETING CORLUE 
  (Map 1) 
   
  The journey out of town is uneventful. It is a warm 
  spring morning, and the walk is pleasant.  The road to 
  the bridge is a branch from the main road, and is fairly 
  secluded. Weeds grow in the middle of the path, and 
  there is damp mud in some of the deeper wagon ruts.  
  Ahead is the stone bridge that crosses Three Trout 
  Creek.  As the PC's approach the turn leading to the 
  bridge, they hear a great deal of noise up ahead.  
  Thieves may wish to use their MOVE SILENTLY or 
  HEAR NOISE skills to investigate further. 
   
  ACTION:  When they get close enough, they will 
  hear a clear male voice yelling “Leave me pass!   I 
  have no quarrel with you! Why are you doing this?” 
   
  As they get within visible range, they will see a brown 
  haired, hazel-eyed elf.  He is clutching his right leg, 
  and seems to have been wounded.  There are four 
  frogmen accosting the elf with their spears.  There are 
  two on each side of the bridge, and the two on the far 
  side have a Death Toad (see below) with them.  The 
  Death Toad is hissing at the elf, and straining at the 
  rope around its neck.  The frogmen will attack the 
  party on sight, and sic the Death Toad on them. 
   
  If PC’s wish to ford the river, they will find that the 
  water is about four feet deep, fast-moving, and cold.  
  They must make a DEXTERITY check as they cross 
  the river.  A failed check means that they were unable 
  to cross it in one round, and will have to try another 
  DEXTERITY check again next round.  They do not 
  get to attack while struggling through the water. 
   
  ROLEPLAYING: If any of the frogmen are captured 
  or Charmed, they will beg and plead pitifully for their 
  lives.  They speak in short sentences and always end 
  each sentence with a "croak.” They will reveal that 
  they were hired by a man with a beard to waylay 
  Corlue.  The man did not tell them his name or where 
  he was going.  He did hire a few other frogmen to 
  accompany him.  They were paid in rare beetles about 
  the size of a grapefruit. The frogmen will gladly show 
  them the beetles, and be surprised if they are not as 
  impressed with this delicacy. It’s up to the party to 
  decide what to do with any captured frogmen or their 
  Death Toad. 
   
  Corlue will be very grateful to the party, and will greet 
  any old friends or relatives warmly.   He will tell them 
  that the frogmen caught him unaware, as he was deep 
  in thought about his current errand.  Though he is 
  wounded, he will be able to limp to town with some 
  help.  He will not want to discuss his errand until the 
  party gets to town, saying "Some things should not be 
  discussed in the wild." 
   
  REWARDS:  As an alchemist, Corlue has a non-
  magical healing tonic with him.  There is enough for 
  three doses, each of which provides 1d4 points of 
  healing.  Multiple does may be taken by a single 
  individual if needed. 
   
  CORLUE (Elf 4)              27 hp    AC 6(14) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 
  13 
  13 
  13 
  10 
  11 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  10 
  11 
  11 
  13 
  12 
  Weapons  (Ascending Attack Bonus +1)                    
     Sword: +0 (1d8)  
     Bow: +1 (1d6)  
  Gear 
     Spellbook, Leather Armor, Sword, Bow, Healing  
     Tonic, Alchemist’s kit 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Special Abilities 
     Infravision, Find secret doors (2/6), No ghoul  
     paralysis 
  Languages:  Elvish, Orc, Hobgoblin, Gnoll, Dragon 
  Spells 
     First level (2/day): Magic missile, Knock 
     Second level (2/day):  Charm Person, Invisibility 
   
   
   
  
  -6- 
   
   
   
  FROGMEN 
  Armor Class: 
  8 (12) 
  Hit Dice:  
  2*(9 hp) 
  Attacks:   
  1 
  Damage:   
  1d6 or weapon 
  Move:    
  120'(40') 
  Save As:   
  F2 
  Morale:  
  7 
  Treasure Type:  D (in lair) 
  XP:   
   
  25 
   
  Frogmen are bipedal frogs that stand about four and a 
  half feet tall.  They wear small loincloths, and a belt 
  with a carrying bag.  Their weapon of choice is a 
  spear, though they can also kick with their powerful 
  legs.  They generally speak a few words of the 
  common tongue, and end each sentence with a throaty 
  croak.   
   
  When attacking from dry ground, they may use their 
  LEAP ATTACK.  They hop into the air and plunge 
  their weapons downward.  This gives them a +1 to 
  their attack and damage rolls, but increases their AC 
  to 9(11) for the next round since they are more 
  vulnerable from below. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  DEATH TOAD 
  Armor Class: 
  7 (13) 
  Hit Dice:  
  3*(15 hp) 
  Attacks:   
  1 tongue 
  Damage:   
  special 
  Move:    
  90'(30') 
  No. Appearing: 1 
  Save As:   
  F3 
  Morale:  
  8 
  Treasure Type:  none 
  XP:   
   
  50 
   
  The Death Toad is a large toad with a thick hide.  
  They are unintelligent, and weigh about 200 lbs.  
  Frogmen keep them as pets and as guard animals.  
  They attack with their tongue, which secrets a 
  powerful chemical.  On a successful melee hit, the 
  victim must SAVE vs. PARALYSIS or be paralyzed 
  for 1d6 rounds.  Unless the Death Toad is being 
  attacked by another, it will begin to devour the 
  paralyzed victim.  This inflicts 1d4 points of damage 
  per round (no save) until the Toad is killed or the 
  player wakes up and can fight or flee. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
   
   
   
   
   
   
  
  -7- 
   
  PART TWO: BACK IN ADELA 
   
  Once they are back in town, Corlue tells the party his 
  true purpose.  There are rumors that an ancient despot 
  has returned to life. His name is lost to history, but he 
  is remembered as the Dawn King.  Before he was 
  killed by a band of legendary heroes, he vowed to 
  return again as an undead lord.  Corlue hopes to find a 
  way to track the Dawn King, so he can be dealt with 
  before he can attract followers.   
     
  To do this, Corlue needs a particularly rare flower that 
  grew in the time of the Dawn King.  It is known as the 
  Dawn Blossom, and grows somewhere in the secluded 
  reaches north of Adela.  Supposedly there is a tree 
  person in the forest who knows the location of every 
  plant in his home.  The being’s name is Elmheart, and 
  if they can ask around for information in town, he will 
  be glad to have them accompany him in the morning.  
  Both he and the mayor will be happy to pay them for 
  their services, and the GM can decide upon a 
  reasonable price. 
   
  GM’s Note:  Corlue’s Wound 
  It is up to the GM to decide the severity of Corlue’s 
  wound.  If the party is small, or lacks a magic-user, 
  you may want to decide that the wound is pretty 
  minor. That way he can accompany the party as an 
  NPC.  Also, Corlue can be upgraded to a PC is you 
  have a new player or need a replacement character 
  after facing the Death Toad. (Change the gender if 
  you like).    If you wish Corlue to remain in town, 
  simply declare that he is unable to travel, and needs 
  the party to complete his quest. 
    
  ROLEPLAYING:  While in town, combat or 
  physical challenges are unlikely (unless the PC’s 
  intentionally pick a fight.  You never know).  So their 
  main task will be to get as much information about 
  Elmheart as possible.  If they ask where to go, the 
  mayor or anyone in town will direct them to the Lost 
  Goat Inn.  It caters to many people who spend a great 
  deal of time in the forests.  Several NPC’s who can be 
  found at the Lost Goat are detailed below.  If players 
  come up with a different plan of investigation, feel 
  free to move the NPC’s around to wherever you need 
  them.  For example, Arneson, the proprietor of the inn 
  could just as easily be the owner of a hunting supply 
  shop. 
   
  The Lost Goat Inn is a large and well-kept wooden 
  building.  The furniture is solid, but not fancy.  Many 
  hunting trophies hang on the wall.  Upon entering, 
  they will be directed to a table.   The proprietor, Arnie 
  Arneson will approach them after they place their 
  order.  Here is a description of Arneson and some of 
  the other patrons. 
   
  Arnie Arneson – Arnie a chubby aging man with a 
  white beard.  He will ask the PC’s if they are enjoying 
  their meal, and will stay a bit to talk with them.  He 
  loves to laugh, especially at his own jokes. (A number 
  of them involve halflings being tossed by larger 
  beings). If the players are friendly and civil to him, he 
  will direct them to Forthwind, a woodsman who is 
  very familiar with the area. 
   
  Crocetta – Crocetta is Arnie’s sister-in-law and 
  actually owns the Lost Goat Inn.  (She bailed it out 
  when Arnie almost lost it betting on owlbear races). 
  She is about 45 years old, with coal-black hair and a 
  perpetual scowl on her face.  Players will have a hard 
  time getting much information out of her.  However, if 
  a few gold coins are slid in her direction, she may 
  direct them to Muriel Oldmen. 
   
  Muriel Oldmen – Muriel is the town apothecary, and 
  spends many hours collecting herbs and plants for her 
  medicines.  She is in her 50’s, but is still quite spry 
  thanks to her frequent wanderings.  She is cautious 
  with strangers, but not unfriendly.  If players explain 
  their situation and perhaps agree to buy some 
  medicines from her, she may be willing to give them 
  directions to Elmheart’s dwelling.  Her medicines are 
  not true healing potions, but each PC can buy one vial 
  of medicine that heals 1d4 points of damage. 
   
  Walter the Bald – Walter the Bald is a slender man in 
  his mid-thirties.  He had a brown beard and long, 
  flowing brown hair.  He is a hunter, and knows the 
  local woods quite well.  He will lead them to the 
  woods and point them in the right direction, but only 
  if they agree to pay him 100 gp.  He is not mean or 
  nasty, but will not agree to help them unless he is well 
  paid. 
   
   
  
  -8- 
   
  Forthwind – Forthwind is a dotty old man in a fur 
  hat.  He has a long white beard, and speaks loudly and 
  often.  He will be very welcoming, especially if the 
  party buys him a few ales.  He has a cabin east of 
  town, but enjoys coming in to the Lost Goat for 
  camaraderie.  He loves being close to nature, and 
  wanders for weeks at a time in the woods.  He is great 
  friends with Elmheart.  He will at first be cagey about 
  Elmheart’s location. If the party seems sincerely 
  concerned with protecting Adela and the forest, he 
  will eventually agree to draw a map to Elmheart’s 
  dwelling.  He will accompany the party until they are 
  close to Elmheart’s home.  
   
  REWARDS: The main reward that the PC’s will 
  acquire is information on finding Elmheart.  If an 
  NPC agrees to show them the way, they will meet the 
  following morning. 
   
  If players wish to purchase healing potions, have 
  someone direct them to Oldmen’s Apothecary 
  Shoppe.  There they can purchase healing medicine 
  that heals 1d4 points of damage.  One dose per PC is 
  available. 
   
  Most other mundane items are available in town. 
  However, magic items are not available.  Also, armor 
  and weapons will be difficult to purchase.  Arrows 
  and daggers are available, but larger purchases would 
  take the blacksmith weeks to make.  Also, Corlue is 
  concerned that their mission is urgent, and that they 
  get underway at once. 
   
  PART THREE:  SEARCHING FOR 
  ELMHEART (Map 2) 
   
  The journey north from Adela is uneventful.   You 
  travel north on a sparsely traveled, but passable 
  trail.  Eventually you will come to a deer path that 
  strikes off the main trail.  If the party brought along a 
  guide such as Forthwind, they will leave you at this 
  point.  It is about 3 miles in from the path to the 
  Elmheart's home, and the PC’s are gradually gain 
  altitude as they hike.   
   
  As they climb the hill to Area 1 on Map 2, they see 
  thin smoke coming from the glen about 30 feet 
  below.  They also hear noise, some being is crying 
  loudly in distress.  If the party approaches the top of 
  the cliff face (or sends a thief ahead), they will see a 
  great tree on fire, lying at the bottom of the 
  cliff.  There are five men (brigands) around the tree 
  carrying torches.  The area may be some sort of 
  natural dwelling, as there are two stone tables and a 
  fire pit present. 
   
  ACTION:  As soon as the party comes down the cliff 
  (using the paths on either side), or is otherwise 
  spotted, the brigands will flee.  They will dash across 
  the stream and run up the path towards Area 2.  As 
  the party reaches the bottom, they will see that the tree 
  on fire is really some sort of creature, and is in great 
  distress.  It hollers "Help!! Burning to death!!!" 
   
  If the players attempt to put out the fire, it will take 
  three characters three rounds.  No rolls are necessary, 
  and there are clay and wooden pots under stone tables.  
  These can be used to carry water for the pond and 
  stream.   If all PC’s participate, the fire can be put out 
  in only two rounds.  If the party does not attempt to 
  save Smoothbark, she will die in five rounds.  Spells 
  such as Resist Fire may also be used. 
   
  Player characters who decide to pursue the brigands 
  may cross the stream without difficulty.  The water is 
  about 3 feet deep, clear and cold.  As they reach Area 
  2, they will see that the ground is quite muddy.  The 
  stream often pools and spills over here.  Any character 
  entering Area 2 must make a DEXTERITY check or 
  be slowed to ½ movement rate until they make a 
  successful DEXTERITY check in following rounds.  
  Brigands must also make the DEXTERITY check 
  (assume they have a DEXTERITY of 10).  If PC’s 
  make their checks and any of the brigands fail, this 
  can be an opportunity to capture a brigand. 
   
  BRIGAND (1 HD)                             6 hp     AC 7(13) 
  #At 1, DMG 1d6, Save F1, ML 7 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
  
  -9- 
   
  ROLEPLAYING:  Any brigands who are captured 
  will beg and bargain for their freedom.  They are 
  members of the Broken Rope Gang hired by a bearded 
  man, Mr. Raeus, to stop any of the tree creatures from 
  pursuing him. However, they will claim they did not 
  know the tree creature was intelligent before setting it 
  on fire.  If the party agrees to release them (or 
  intimidates them) they will reveal that Mr. Raeus took 
  the first tree creature up to Giant’s Perch.  There he 
  hopes to meet someone later today.  If released, the 
  brigands will disappear into the forest.  Some suitable 
  names for the brigands include Vertigorn, Alaric, and 
  Houkie (the leader). 
   
  The tree creature is of a younger breed known as 
  Wanderwoods.  Her name is Smoothbark and she 
  stands about 7 feet tall. Statistics are provided below 
  should you need a replacement PC or an NPC to 
  round out a small party.  Feel free to change the name 
  and gender to suit your needs. (Wanderwoods are 
  detailed in their own supplement, Wanderwoods, also 
  available from Sharp Mountain Games.  However, 
  purchase of that supplement is NOT necessary to use 
  the character for this adventure.) 
   
  If the party saved her life, Smoothbark is extremely 
  grateful.  She was coming to check on her friend 
  Elmheart when she was beset by the brigands.  They 
  knocked her over and set fire to her.  Before she was 
  attacked, she did see signs of a struggle in the dirt and 
  strange, frog-like footprints in the mud in Area 2.  
  That path leads towards Giant’s Perch. 
   
  If asked about Giant’s Perch, Smoothbark will provide 
  the following information.  Giant’s Perch was once 
  the site where an evil cult was building a dark temple.  
  However the giantess Skalge heard about this and 
  killed them all with poisonous smoke.  She then built 
  a great seat on the far side of the mountain.  She 
  would often sit there and watch for signs of undead 
  rising from the north.  The temple is rumored to be 
  haunted by the remains of the cultists.  The temple is 
  about 2 miles north of Elmheart’s home, and 
  Smoothbark will be willing to accompany them to the 
  entrance to the temple. 
   
  REWARDS:  The brigands have 5 gp each on their 
  persons.  Houkie has 50 gp.  Their swords and daggers 
  are all mundane and of low quality. 
   
  There is a shelf carved into the cliff face about eight 
  feet from the ground.  Inside, Elmheart has stored a 
  wax sealed pot of healing draughts.  There is enough 
  liquid for 5 doses inside, and each dose heals 1d4 
  points of damage.  A single individual may consume 
  more than one draught. 
   
  Smoothbark also gives them a DRIED MOSS BALL 
  that can be thrown up to 30 feet.  On landing, the ball 
  explodes into a puff of dried moss powder.  Any 
  creature within a 10 foot radius of the landing point 
  must make a SAVING THROW vs. POISON or be 
  unable to act for the following round. 
   
  If the party did not save Smoothbark, and all the 
  brigands got away, they may still track Elmheart to 
  Giant’s Perch.  There are tracks visible in the mud that 
  are easy to follow (no roll needed).  One party 
  member may attempt a WISDOM roll to see that the 
  tracks include both human and frog-like footprints. 
   
  WANDERWOOD 4                  40 hp     AC 5(15) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  8 
  16 
  14 
  12 
  10 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  11 
  10 
  12 
  14 
  8 
  Weapons (Ascending Attack Bonus +2)                     
     Great Staff: +1 (1d6+1)  
     Sling:  -1 (1d4) 
  Gear 
     Great Staff, Sling, Sling Stones, Pouch 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  Special Abilities/Restrictions 
   
  Tracking  (45%) 
   
  Healing Herbs (1d6) 
   
  Photosynthetic (requires light every two days)   
   
  Flammable (SVvsDB or catch fire) 
  Languages:  Common, Dryad 
   
   
   
  
  -10- 
   
  PART FOUR: THE GIANT’S 
  PERCH (Map 3) 
   
  The party will not be harassed on their trip up the 
  mountain.  The path is narrow, but there are many 
  broken tree limbs suggesting that some beings 
  travelled here recently.  At the end of their journey, 
  the mountain peak stands before them. [GM’s note:  
  feel free to add a wandering monster encounter or a 
  run-in with the brigands who escaped at your 
  discretion.] 
   
  AREA 1 
  A stone stairway rises about 50 feet to an opening in 
  the cliff face.  The opening is framed by stonework, 
  indicating that this is not a natural cave. The path 
  approaching the stairs does have some brush nearby to 
  provide cover.  As they approach, PC’s will notice 
  that the path continues to the left to Area 2. 
   
  Most significantly, PC’s will see eight skeletons, 
  bearing swords and spears, marching up and down the 
  stairs.  As they reach the top eight stairs, they turn 
  around and march to the bottom eight stairs.  Then 
  they turn around and repeat the trip again.  The 
  skeleton at the top of the line carries a spear in one 
  hand and a large hand bell in the other.  They wear the 
  tattered remains of robes and some armor pieces. 
   
  ACTION:  As soon as the skeletons notice the party, 
  they will attack.  They will come down from the steps 
  to block the party’s way to Area 2.  The skeleton with 
  the bell will begin to ring it as soon as it sees the 
  party.  However, he will not be able to ring it fully 
  until the second round.  If that skeleton is killed or 
  turned, it will drop the bell into the dirt.  All skeletons 
  will fight to the death (well, the second death). 
   
  SKELETON (1 HD)                          5 hp     AC 7(13) 
  #At 1, DMG 1d6, Save F1, ML 12 
  Immune to Sleep, Charm, and mind reading. 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
  ROLEPLAYING:  The skeletons are unable to 
  speak. 
   
  REWARDS:  The skeletons do not carry anything of 
  value.  Examining their robes reveals that each wears 
  a tattered black stole with gold embroidery.  The 
  stoles have no value, but a cleric who makes a 
  successful WISDOM check will recognize the 
  symbols as evil signs.  Clearly these are the remains of 
  the people who built the temple. 
   
   
   
   
  Special GM’s Note: Some parties may wish to go 
  over the mountaintop directly to the Giant’s Perch, 
  avoiding Area’s 1 and 2. If that happens, consider 
  moving the skeleton and/or frogman encounter to 
  somewhere outside on the mountain.  You might also 
  make the beetleswarm an outside encounter.  Place 
  them in a pit trap rather than in Area 10.  Or you can 
  have them proceed right to the final encounter in Area 
  12, and they can clean out the temple on their way 
  back or as a follow-up adventure. 
   
  AREA 2 
  There is another entrance to the complex at Area 2.  It 
  is about 40 feet from the ground.  However the stairs 
  here collapsed or were destroyed some time ago.  The 
  blocks from the steps litter the cliff, and can provide 
  footing for those who wish to climb to the entrance 
  above.  The entrance at the top is similar to the one in 
  Area 1.  To the left of the doorway a large medallion 
  is hanging.  The medallion is about 20 inches in 
  diameter and has a rising sun emblem (though this 
  will be difficult for anyone to see from the ground.)  It 
  is hanging from a peg driven into the rock and secured 
  with a rope. 
   
  
  -11- 
   
  ACTION:  Climbing the cliff face requires three 
  STRENGTH checks.   Some PC’s may wish to climb 
  up and throw a rope down.  If using a rope, players 
  must still make the STRENGTH checks, but their 
  chance of success is greater.  The possibilities for 
  climbing are: 
   
  Successes 
  (No Rope) 
  Successes 
  (Rope) 
  Results 
  3 
  2 
  PC reaches the top unharmed. 
   
  2 
  1 
  PC reaches the top, but slipped 
  and takes 1d3 points of damage 
  1 or 0 
  0 
  PC fell and takes 1d3 points of 
  damage.  They must try again. 
   
   
   
  When any character approaches within 10 feet of the 
  medallion, it will begin to hum like a vibrating gong.  
  If characters enter the doorway or touch the 
  medallion, it will peel with a loud gonging sound. 
   
  A silence spell will stop the noise, as will destroying 
  the medallion.  Assume the medallion has 10 hit 
  points and can be hit automatically once it is on the 
  ground.  If the PC's try to sever the rope with a ranged 
  shot, assume that hitting an AC of 4 knocks it to the 
  ground.  Any hit or magical attack will break the rope.  
  If the medallion falls, it will become silent once it is 
  10 feet or more away from any character.   Once the 
  medallion makes its gonging sound, the skeletons 
  from Area 1 will arrive from inside the complex in 
  two rounds.  They will immediately attack the party.  
  If the skeletons were already killed or turned, the 
  noise and vibration of the gong will increase the 
  party's chances of springing the trap in Area 10. 
   
  REWARDS:  The medallion has a market value of 
  100 gp if it is undamaged.  However, it will still make 
  noise even if it is inside a PC's sack or cloak. 
   
  [GM's Note:  If the party bypasses Area 2, consider 
  moving the medallion to the far wall of Area 4.  If it 
  does more than hum, the frogmen from Area 9 will 
  come to investigate in 2 rounds.] 
   
  AREA 3 
  All of the walls, floors and ceilings in the complex are 
  of worked stone.  Some have cracked or fallen over 
  the years, but most are still intact.  There are symbols 
  carved into the stones at certain points. They repeat 
  the evil symbols found on the skeletons' stoles. This 
  larger room contains a well in the middle of it.  There 
  is water down about 30 feet.  However, any character 
  that drinks the water must make a SAVING THROW 
  vs. POISON or take 1d6 damage.  The water is not 
  harmful if you simply touch it and cannot be used as a 
  thrown weapon. 
   
  AREA 4 
  This area served as the sleeping chambers for the 
  cultists.  The beds and bedding are rotted, and the 
  beds will collapse if anyone sits on them.  There is 
  one locked chest in the room, and an unlocked door to 
  Area 5.  If the party bypasses Area 2, the medallion 
  will be hung in this room above the chest.  If the 
  medallion is allowed to gong, the frogmen from Area 
  9 will show up in three rounds. 
  
  -12- 
   
  ACTION:  The chest is locked and trapped.  On an 
  unsuccessful REMOVE TRAPS attempt, to if anyone 
  attempts to smash it open, a puff of gray powder will 
  fill the air surrounding the chest.  Any PC within 10 
  feet of the chest must make a SAVING THROW vs. 
  POISON or start sneezing for 1d6 rounds.  This 
  sneezing will also attract the frogmen from Area 9.  
  The character suffers a -1 penalty to their "to hit" rolls 
  while they are sneezing. 
   
  REWARDS:  Inside the chest are 137 gp, a wine-
  colored gem worth 400 gp, and a scroll of Cure 
  Serious Wounds. 
   
  AREA 5 
  The door is wooden, unlocked, and opens into the 
  latrine.  Even worshippers of evil need to go. 
   
  AREA 6 
  Steps lead upward to Area 6.  This room contains a 
  heavy wooden table and four stools.  The floor is 
  littered with broken beetle shells.  There are several 
  flasks of water on the floor as well. 
   
  AREA 7 
  The door to this room is wooden, locked, but not 
  trapped.  This was the pantry and most of the stored 
  food has long since turned to dust. 
   
  REWARDS:  There are two flasks sealed with wax 
  that still contain liquid.  They are unlabeled, but can 
  be tasted to reveal their contents.  One contains 
  cooking oil and the other brandy.  Both liquids are 
  flammable. 
   
  AREA 8 
  As players approach the doorway, they will see a 
  sickly yellow light coming from the room.  Looking 
  inside, they will see that this was once a chapel.  
  There are three pillars on each side supporting a roof 
  25 feet tall.  The pillars are carved with the same 
  symbols that are on the walls.  In the very center of 
  the room is a large stone basin.  It has a man-sized 
  (and shaped) depression in the center and is stained 
  dark brown on the inside and on the top. 
   
  On the far side of the room is an altar.  A slender 
  woman clad in plain brown robes, her long sandy hair 
  tied back, stands behind the altar.  She is motionless, 
  with her hands raised above her head.  She is bathed 
  in the yellow light, which is coming from a yellow 
  gem mounted in the ceiling above the altar.   
   
  ACTION:  If the PC’s shine a light up to the ceiling 
  (or demi-humans use their infravision), they will see 
  that there are two more gems mounted evenly between 
  the door and the far gem.  These two gems are yellow, 
  but are not glowing.  As players move into the three 
  center squares, they must make a SAVING THROW 
  vs. PARALYSIS or be stricken motionless like the 
  woman.  They must make a second save if they 
  continue up the center of the room.  If they duck 
  behind 
  the 
  pillars, 
  they 
  may 
  move 
  forward 
  unimpeded.   
   
  A Darkness (Light reversed) spell can be used to stop 
  the lights.  This will release any characters held by the 
  gems.  They can also be pulled from the light, but the 
  person pulling must make a SAVING THROW vs. 
  PARALYSIS or be trapped as well.  The gems can be 
  knocked from their mountings with a successful 
  ranged shot at a -2 penalty.  The gems will not be 
  destroyed by the fall, and will emit light if anyone gets 
  within 30 feet of them. A cloak or cover placed 
  directly over the gem will block out the dangerous 
  effect of the light.  This will also work for a character 
  if they cover all of themselves.  No skin may be 
  exposed. 
   
  They can be destroyed by taking 15 points of damage.  
  However, if the party is noisy or smashes the gems, 
  the frogmen from Area 9 will show up in two rounds 
  and attack them. 
   
  ROLEPLAYING:  If released, the young woman 
  will collapse on the floor exhausted.  A healing potion 
  or a Cure Light Wounds spell will restore her.  [GM’s 
  Note:  if the party is low on healing, you may wish to 
  allow food and drink to restore her.] 
   
  Once she is feeling better, she will tell the party her 
  name, Gwendon, and that she is a nature cleric who 
  lives nearby.  Yesterday, she was captured by the 
  frogmen and questioned by a well-dressed man with a 
  beard, Mr. Raeus.  He wanted to know the location of 
  a certain wildflower, the Dawn Blossom, but she did 
  not know where they grew.  When it became evident 
  that she was telling the truth, he imprisoned her in the 
  yellow gem’s light.  While standing there, she did see 
  the frogmen drag a tree through the corridor, the man 
  following behind them. 
  
  -13- 
   
  REWARDS:  If the party searches and makes a 
  successful FIND SECRET DOORS (2 in 6 for elves, 1 
  in 6 for everyone else) they will discover a secret 
  compartment in the altar.  Inside are two scrolls.  One 
  has a Light spell and the other a Levitate spell.  There 
  are also two healing potions which heal 1d6+1 hit 
  points each. 
   
  AREA 9 
  Six frogmen guards have set up quarters here.  There 
  are blankets and hay on the floor, as well as plenty of 
  cracked beetle shells.  They are not making any effort 
  to be quiet as they sit in a circle on the floor.  They are 
  engaged in a game that involves trying to crack a large 
  beetle shell with their fists.  They have their spears 
  close at hand, though.  There is a stairway visible on 
  the far side of the room. 
   
  ACTION:  A quiet party has the opportunity to gain 
  surprise on the frogmen.  However, they will grab 
  their spears and be ready to attack when it is their 
  turn.  The ceiling here is about 15 feet tall, high 
  enough for them to use their leap attack.  After one 
  round, two of them will run through Area 10, though 
  a player following them will notice that they hopped 
  across the floor.  An abbreviated stat block for the 
  frogmen is present below for your convenience   
   
  ROLEPLAYING: Captured or Charmed frogmen 
  will plead for their freedom, though only in one-
  syllable words (and ending in “croak”).  They will 
  point toward Area 10 and say “cliff.”  They will also 
  make wing-like motions with their hands.  They will 
  nod enthusiastically if the word “tree” is mentioned 
  and again point to Area 10.  If they are forced to walk 
  through Area 10, they have the same 2 in 6 chance of 
  springing the trap as anyone else. 
   
  REWARDS:  The frogmen carry nothing of value, 
  though the PC’s could certainly use their spears if they 
  like. 
   
  FROGMEN (2 HD)                           9 hp     AC 8(12) 
  #At 1, DMG 1d6, Save F2, ML 7 
  LEAP ATTACK 
       +1 to hit, but AC is 9(11) for next round 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
   
  AREA 10 
  This is a straight hallway that slopes gently upward.  
  Dim natural light is visible from the far end of the 
  passageway where rough stone steps lead upward.  
  Twigs and leaves litter the floor, and there is a dark 5 
  inch gap between the side walls and the floor.  
   
  ACTION:  As players cross the floor, there is a 2 in 6 
  chance (1 or 2 on a 1d6) that they will trigger the 
  beetle swarm.  If they allowed the medallion to gong 
  in Area 2 or Area 4 increase the chance to 4 in 6.  If 
  the PC's are suspicious and have a good plan, reduce 
  the probability of springing the trap to 1 chance in 6. 
   
  If the trap is sprung, two beetle swarms come out of 
  the openings in the bottom.  They will move to attack 
  party members on either side of the passageway.   
   
  BEETLE SWARM 
  Armor Class: 
  7(13) 
  Hit Dice:  
  3 (13 hp) 
  Attacks:   
  1 tongue 
  Damage:   
  2 pts/4 pts if unarmored 
  Move:    
  30'(10')  [Flying: 60'(20')] 
  No. Appearing: 1-3 swarms 
  Save As:   
  Normal Man 
  Morale:  
  11 
  Treasure Type:  none 
  XP:   
   
  50 
   
  A swarm of beetles will be attracted to the warm 
  bodies of adventuring parties.  They cover a 10' X 30' 
  area.  Any being within the swarm takes an automatic 
  2 points of damage per round, 4 for unarmored 
  beings.  Victims have two choices to escape the 
  swarm. 
   
  Brushing them off with a weapon or other device - 
  This will take three rounds, assuming the character 
  also runs away from the swarm.  Weapons do not 
  damage the swarm. 
   
  Driving them off - A Sleep spell will affect the entire 
  swarm.  Smoke will drive them away, though the 
  person holding the smoking torch or object must make 
  a DEXTERITY check or take damage from the swarm 
  for one more round.  Thrown torches will do 1d4 
  damage per round.  Other spells such as Magic 
  Missile or Fireball will do damage to the swarm. 
   
  If a character immerses themselves in water, they will 
  take damage for one more round.  After that, all of the 
  beetles will be dead. 
  
  -14- 
   
   
   
  AREA 11: 
  The temple complex finally ends and the party is now 
  out in the open.  There are some trees and brush for 
  cover here on the mountaintop, and a mountain lake is 
  farther in the woods.  The path here is mostly 
  overgrown, though some beings have passed through 
  here recently.  Just as in the passageway in Area 10, 
  there are broken twigs and leaves on the path. 
   
  AREA 12: 
  As party members approach Area 12, they will see 
  that a depression has been cut into the side of the 
  mountain, like a giant seat.  The seat is approximately 
  20 feet deep, and the party will be at the top of the 
  arm rests and the back rest.  The nearest arm rest, the 
  back rest, and the seat itself are slabs of rock that are 
  still intact.   If players wish to slide down the back 
  rest, they may do so at twice their normal movement 
  rate. However, they must make a DEXTERITY check 
  or take 1d3 points of damage.  The arm rest on the far 
  side has collapsed into rubble, and can be climbed 
  down as one full round action.  In front of the seat, the 
  mountain side slopes sharply down for about 60 feet. 
   
  On the seat itself, there is a bearded man in his early 
  forties.  He is very well dressed, and has a satchel with 
  him.  He is surrounded by three frogmen with spears.  
  There are several additional spears at their feet.  A 
  larger Wanderwood tree person (Elmheart) is lying on 
  the ground, tied with rough ropes.  The bearded man 
  is conversing with two flying creatures.  They are 
  shaped like an octopus, but are held aloft on bat 
  wings.  They speak in strange, blubbering voice, and 
  their conversation is difficult to make out. 
   
  ACTION:  If the PC's are quiet, they may get in a 
  surprise round.  If either of the frogmen from Area 9 
  were allowed to escape, they will be present and 
  initiative should be rolled as normal. The frogmen will 
  attack as soon as the PC's are in range of their spears, 
  and Mr. Raeus will immediately cast his spells.  Each 
  Octobat will engage the party for one round, and then 
  move to lift Elmheart the following round.  Since this 
  is a difficult process, it will take one round to get a 
  good grip on him, and then they will hover in the air 
  about 8 feet off the ground for another round.  During 
  this process, they can only make one attack rather than 
  four as their other arms are busy.  They may choose to 
  use their ink attack as well.  If any PC wishes to jump 
  onto Elmheart to attack them, allow them to make a 
  DEXTERITY check with no penalty for failure.  If the 
  PC's fail to free Elmheart during these first three 
  rounds, they can still get off ranged attacks and spells 
  for one more round as the creatures fly away. 
   
  [GM's Note: The suggestions here for the action are 
  just that, suggestions.  If the party is quite weakened 
  at this point, feel free to have Mr. Raeus hold back on 
  his spells, or have the Octobats flee after taking 
  damage.  It's your call.] 
   
  ROLEPLAYING:  If captured, the frogmen will 
  plead for their life, promising beetles in return.  Mr. 
  Raeus will also try to bargain.  If the party did not 
  rescue Elmheart, Mr. Raeus will claim to know the 
  location of the Dawn Blossoms, and offer to lead the 
  party there.  However, he will try to escape at the 
  earliest.  [GM's note:  it is up to you whether he is 
  telling the truth.]  He will also try to bribe the party 
  with 2000 gp that he has on his person.  Lastly he will 
  claim that he was only trying to trick the Octobats into 
  revealing the Dawn King’s location.  (In actuality, he 
  was selling Elmheart to the Dawn King.  The Dawn 
  King wanted to destroy the Dawn Blossoms). 
   
  If either Octobat is captured, they will blubber hateful 
  words at the party, laughing at how the Dawn King 
  will eventually rule all of their kind.  If they have used 
  their ink attacks, they will try this while captured.  
  They will reveal that their master wants to destroy the 
  Dawn Blossoms to prevent anyone from tracking him. 
   
  Elmheart will be very grateful to the party.  He will 
  also welcome any news of Smoothbark.  He will wish 
  to leave this area quickly.  If the party did not travel 
  through the tunnels to get there, he will urge them to 
  return that way and clear out the skeletons or 
  remaining frogmen. Though Elmheart is an older 
  
  -15- 
   
  Wanderwood, he is weakened from his ordeal.  Use 
  the statistics for the fourth level Wanderwood 
  provided earlier if he is to accompany the party and to 
  fight with them. 
   
  REWARDS:  Mr. Raeus has 2000 gp on his person, 
  and his spellbook.  Magic-Users and Elves are free to 
  add his spells to their list, though they may not be of 
  sufficient level to use all of them. 
   
   
   
  MR. RAEUS (5 HD)                           16 hp AC 8(12) 
  #At 1, DMG 1d4 (Dagger), Save MU 5, ML 9 
   
  Spells available: 
   Magic Missile 
   Light  
   Mirror Image  
   Phantasmal Force 
   Fireball (3d6) 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
   
  OCTOBAT 
  Armor Class: 
  4 (16)  
   
  Hit Dice: 
  8** (36 hp) 
   
  No. of Attacks: 4 tentacles or Acid Ink (3/day) 
  Damage: 
  1d6/1d6/1d6/1d6 or 3d6 
  Movement: 
  60’ (fly) 
  No. Appearing: 1-5 
  Save As: 
  Fighter 8 
  Morale:  
  12 
  Treasure Type: None 
  XP: 
   
  1700 
   
  Octobats are intelligent creatures who often 
  work for evil wizards, clerics, or warlords.   They 
  resemble an octopus with bat wings.   
  These dangerous creatures tend to bludgeon 
  victims with four of their tentacles.  They do not 
  generally entangle their victims for fear of having 
  their tentacles severed. (If they do, the victim is 
  entangled on a successful attack, and must perform a 
  successful 
  OPEN 
  DOORS 
  attempt 
  to 
  free 
  themselves.) 
  Three times per day they can use their Acid 
  Ink attack.  This attack does 3d6 damage, but victims 
  can make a SAVING THROW vs. DRAGON 
  BREATH for half damage.  Acid Ink can be fired 
  20’ and affects a 10’ radius area.  Acid Ink can 
  dissolve a Web in one full round. 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To Hit 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
   
    
  CONCLUDING THE ADVENTURE 
  If the party rescued Elmheart, he will take them to a 
  small, dark clearing deep in the mountains.  It is 
  nearly a full day’s walk from his home.  If the GM 
  wishes, they can certainly have the party encounter 
  wandering monsters on the way.  They might also 
  encounter any brigands that they freed earlier in the 
  adventure. 
   
  Upon reaching the clearing, Elmheart will allow them 
  to take one plant in a pot that he provides.  The plants 
  are a brilliant purple color, with a light pink center.  
  They give off a strong, pleasant fragrance 
   
   
   
  
  -16- 
   
  EXTENDING THE ADVENTURE 
  If the party seeks the location of the Dawn Blossoms 
  at a later date, they will find that the plants have been 
  uprooted.  Elmheart will not reveal their new location, 
  though he might be persuaded to part with a second 
  plant if the need is grave enough. 
   
  Once Corlue has had a chance to prepare his potions, 
  willing party members can consume some to have 
  brief visions of the Dawn King.  They will see where 
  he or his cohorts are operating, and perhaps get an 
  idea of their plans.  This can provide adventure hooks 
  for an ongoing campaign.  For example, the players 
  might: 
   
  Disrupt the building of a fortress 
   
  Capture one of his spies and see what he 
  knows 
   
  Prevent them from acquiring powerful magic 
  items 
   
  Face the Dawn King himself in his hidden 
  tomb (though they may need a few more 
  levels before undertaking this.) 
   
  Best of luck in your gaming, and hope you enjoyed 
  this adventure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  -17- 
   
  Appendix 1:  PREGENERATED CHARACTERS
   
  CLERIC 4                        24 hp    AC 6(14) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  8 
  10 
  12 
  16 
  13 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  11 
  12 
  14 
  16 
  15 
  Weapons (Ascending Attack Bonus = +1)                                    
     Mace: +1 (1d6+1) 
     Sling: -1 (1d4)  
  Gear 
     Chainmail, Mace, Sling, Holy Symbol, Holy  
     Water, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Turn Undead 
  Skeleton 
  Zombie 
  Ghoul 
  Wight 
  Wraith 
  Mummy 
  D 
  T 
  T 
  7 
  9 
  11 
  Spells 
     First level (2/day) 
     Second level (1/day) 
   
   
   
   
  DWARF 4                         36 hp    AC 5(15) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  12 
  14 
  10 
  13 
  8 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  6 
  7 
  8 
  10 
  10 
  Weapons (Ascending Attack Bonus = +3)                                    
     2-handed Axe:  +2 (1d8+2)  
     Dagger:  +2 (1d4+2)  
     Dagger, thrown:  +0 (1d4)  
  Gear 
     Chainmail, 2-handed axe, Dagger, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Special Abilities 
     Infravision, Find traps and mining (2/6) 
     Languages:  Dwarvish, Gnomish, Kobold 
   
   
   
   
   
  ELF 4                                24 hp    AC 3(17) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  16 
  10 
  13 
  8 
  14 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  10 
  11 
  11 
  13 
  12 
  Weapons (Ascending Attack Bonus = +3)                                    
     Sword: +0 (1d8)  
     Bow: +2 (1d6)  
  Gear 
     Spellbook, Chainmail, Sword, Bow, Healing  
     Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Special Abilities 
     Infravision, Find secret doors (2/6), No ghoul  
     paralysis 
  Languages:  Elvish, Orc, Hobgoblin, Gnoll, Dragon 
  Spells 
     First level (2/day): Magic missile, Sleep 
     Second level (2/day):  Continual light, Invisibility 
   
   
   
  FIGHTER 4                     36 hp    AC 4(16) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  13 
  14 
  12 
  10 
  8 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  10 
  11 
  12 
  13 
  14 
  Weapons (Ascending Attack Bonus = +3)                                    
     2 handed sword: +2 (1d10+2)  
     Bow:  +1 (1d6) 
  Gear 
     Chainmail, 2 Handed sword, Bow, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
   
   
   
   
  
  -18- 
   
  HALFLING 4                   24 hp    AC 4(16) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 
  14 
  10 
  12 
  16 
  13 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  6 
  7 
  8 
  10 
  10 
  Weapons (Ascending Attack Bonus = +3)                                    
     Short sword: -1 (1d6-1)  
     Bow:  +1 (1d6) 
  Gear 
     Chainmail, Short sword, Bow, Marbles, Healing  
     Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Special Abilities 
     -2 AC (large opponents) 
     Hide Outdoors (90%) 
     Hide Indoors (33%) 
   
   
  MAGIC USER 4             16 hp    AC 8 (12) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 
  13 
  10 
  16 
  12 
  14 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  13 
  14 
  13 
  16 
  15 
  Weapons (Ascending Attack Bonus = +1)                                    
     Dagger:  -1 (1d4)  
     Dagger (thrown):  +1 (1d4)  
  Gear 
     Spellbook, 3 Daggers, Healing Potion, Sweet 
     Robes 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Spells 
     First level (2/day): Magic missile, Charm person 
     Second level (2/day):  Web, Mirror Image 
  Languages:  Elvish, Dragon 
   
  THIEF 4                           20 hp    AC 5(15) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  16 
  14 
  10 
  8 
  13 
  Saving Throws 
   
   
   
   
  P/DR 
  MW 
  TTS 
  DB 
  Spells 
  13 
  14 
  13 
  16 
  16 
  Weapons (Ascending Attack Bonus = +1)                                    
     Short Sword:  +0 (1d6)  
     Dagger:  +0 (1d4)  
     Dagger, thrown:  +3 (1d4)  
  Backstab +4 to hit and double damage 
  Gear 
     Leather Armor, Short sword, 2 Daggers,  
     Thieves tools, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Thieves’ Abilities 
    Open Locks (30%) 
    Remove Traps (25%) 
    Pick Pockets (35%) 
    Move Silently (35%) 
   
  Climb (90%) 
  Hide in Shadows (25%) 
  Hear Noise (50%) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  -19- 
   
  The following additional pregenerated characters are from the supplement “Additional Racial Classes for Basic 
  and Expert Style Games”, also published by Sharp Mountain Games and available on drivethrurpg.com. 
   
  DWARVEN CLERIC 4           32 hp   AC 6(14) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  8 
  10 
  12 
  16 
  13 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  7 
  8 
  9 
  12 
  11 
  Weapons (Ascending Attack Bonus = +1)                                    
     Mace: +1 (1d6+1) 
     Sling: -1 (1d4)  
  Gear 
     Chainmail, Mace, Sling, Holy Symbol, Holy  
     Water, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Turn Undead 
  Skeleton 
  Zombie 
  Ghoul 
  Wight 
  Wraith 
  Mummy 
  D 
  T 
  T 
  7 
  9 
  11 
   
  Spells  
    First level (2/day) 
    Second level (1/day) 
  Special Abilities 
     Infravision 
     Find traps and mining (2/6) 
  Languages:  Dwarvish, Gnomish, Kobold, Goblin 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ELVEN FIGHTER 4              28 hp    AC 4(16) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  16 
  14 
  12 
  10 
  8 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  11 
  12 
  12 
  14 
  14 
  Weapons (Ascending Attack Bonus = +3)                                    
     2 handed sword: +1 (1d10+1)  
     Bow:  +2 (1d6) 
  Gear 
     Chainmail, 2 Handed sword, Bow, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Special Abilities 
     Infravision 
     Find secret doors (2/6) 
     No ghoul paralysis 
  Languages:  Elvish, Orc, Hobgoblin, Gnoll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  -20- 
   
  HALFLING THIEF 4             28 hp    AC 5(15) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  16 
  14 
  10 
  8 
  13 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  7 
  8 
  9 
  12 
  11 
  Weapons (Ascending Attack Bonus = +1)                                    
     Short Sword:  +0 (1d6)  
     Dagger:  +0 (1d4)  
     Dagger, thrown:  +3 (1d4)  
  Backstab +4 to hit and double damage 
  Gear 
     Leather Armor, Short sword, 2 Daggers,  
     Thieves tools, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Thieves’ Abilities 
    Open Locks (30%) 
    Remove Traps (25%) 
    Pick Pockets (35%) 
    Move Silently (35%) 
  Climb (90%) 
  Hide in Shadows (48%) 
  Hear Noise (50%) 
   
  Special Abilities 
     -2 AC (large opponents), +1 ranged 
     Hide Outdoors (90%) 
     Hide Indoors (33%) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  -21- 
   
  Appendix 2:  Color Maps
  Map 1.  The bridge at Three Trout Stream 
   
  
  -22- 
   
  Map 2.  Elmheart’s Home and Surrounding Area 
   
   
   
  
  -23- 
   
  Map 3:  The Abandoned Temple and Giant’s Perch
  
  -24- 
   
  Appendix 3:  Printer Friendly Maps
  Map 1.  The bridge at Three Trout Stream 
   
  
  -25- 
   
  Map 2.  Elmheart’s Home and Surrounding Area 
   
   
   
  
  -26- 
   
  Map 3:  The Abandoned Temple and Giant’s Perch 
  
  -27- 
   
  Appendix 4: TOKENS PAGE 
   
   
   
  
  -28- 
   
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