TEXT:  
  Sunday's Hand-Drawn 
  PYRAMID 
  ADVENTURE 
   
   
   
   
   
   
   
   
  A desert adventure featuring maps drawn by the intrepid halfling explorer 
  Sunday Roamer.  Compatible with most old school fantasy systems. 
   
  INCLUDES PREGENERATED CHARACTERS SO YOU  
  CAN PLAY TODAY! 
  
  THE TOMB OF  
  ONISIRUS AWAITS! 
   
   
  "A ready to play adventure for characters of 
  levels 5 to 10.  Includes printable maps at 
  miniature scale, and map files for online play. 
  Also includes pregenerated characters.   Suitable 
  for an evening or two of play or convention 
  gaming." 
   
   
   
  Join Sunday Roamer as he guides you through the 
  pyramid of Onisirus.  This product contains maps, 
  descriptions, and statistics for all the opponents 
  inside.  It also includes pregenerated characters. 
   
  This product can be used with most old school 
  fantasy systems right out of the box.  With minimal 
  tweaking, it may also be used with more recent 
  systems. 
   
   
   
  sharpmountaingames@gmail.com 
   
  "GAMING LOOKS EVEN SWEETER FROM SHARP MOUNTAIN!" 
  
  -3- 
   
  Sunday's Hand-Drawn 
  PYRAMID 
  ADVENTURE 
  Written and Illustrated by John Fredericks 
   
   
   
   
   
   
   
   
  Page 
  Introduction  
  4 
  The Adventure 
  4 
  Appendix A:  Maps 
  11 
  Appendix B:  Pregenerated Characters 
  14 
  Open Game License 
  25 
   
   
   
   
   
   
   
   
   
  Text and Artwork Copyright © 2019 John Fredericks.  All Rights 
  Reserved.  
  Distributed under the terms of the Open Game License version 1.0a 
  All photo images are copyright free and attributed to the best of the 
  author's knowledge. 
   
   
   
  
  -4- 
   
  INTRODUCTION 
  Thank you for purchasing this product.  This 
  adventure is designed for use with your favorite 
  old-school (or perhaps new school) game.  Map 
  files are provided for your favorite online 
  tabletop.  Printable pdf files are provided for 
  tabletop use.  They are scaled for miniature play.  
  Simply print the maps, trim off some of the white 
  borders, and glue or tape them together.  
  Alternately, you could print the online map files 
  if you have a large format printer. 
   
  In this adventure, player characters (PC's) will 
  explore a pyramid filled with classic Egyptian 
  themed opponents.  Your narrator is the halfling 
  adventurer Sunday Roamer.  Gamemaster (GM) 
  suggestions and statistics are provided in the gray 
  blocks accompanying each section. 
   
  Here are a few quick notes before we get started. 
    
  Armor Class: Armor class (AC) is provided in 
  both descending and ascending format.  For 
  example, if AC is listed as 8 (12), 8 is 
  descending, and 12 ascending.  
   
  Monsters and Opponents:  This adventure uses 
  a simplified stat block to provide you with only 
  the most important for play.  A single saving 
  throw (based on "VS, SPELLS") is provided.  
  Assume all opponents move at 40 feet per round 
  unless otherwise noted. Any treasure is listed in 
  the notes, and natural monsters will flee when 
  badly injured.  Magical creatures like mummies 
  will fight to the end.  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 
  "At first, we dismissed the stories of the local 
  tribesmen.  Who could believe that the pyramid 
  was haunted by ghosts and mummies?  More 
  likely, the place had been emptied by grave 
  robbers over the years. 
   
  "However, standing in front of the massive 
  structure, heat radiating from the very stones 
  themselves, gave me pause.  Maybe there were 
  evil creatures inside, just waiting for us to enter.  
  Still the Gem of Onisirus was a reward beyond 
  measure.  We peeked inside the narrow 
  entranceway, steeled our courage, and entered the 
  pyramid." 
   
  GM'S NOTE:  Involving Your Players 
  Sunday and his companions were in search of the 
  Gem of Onisirus.   The details of the gem are left 
  vague on purpose.  In your game it may simply be 
  a valuable gem, or it may have magical properties 
  such as: 
   
   magical healing to cure a disease or 
  plague 
   the ability to raise a dead companion 
   magical energy to power a flying ship 
   
  If the lure of money or magic isn't enough, 
  change the goal.  Perhaps one of the player 
  character's (PC's) friends entered the pyramid 
  recently and never came out.  It's your game; 
  adjust it to make it fun and engaging for your 
  players. 
   
  Also, any halflings in the party may have 
  inherited Sunday's maps or journals.  That's 
  another way to get them to the pyramid. 
   
  LEVEL 1, AREA 1 
  "There was a five foot wide entranceway near one 
  corner of the pyramid.  The passage slanted 
  downward and it was completely dark inside.  We 
  lit a torch and worked our way down the 
  passage." 
  
  -5- 
   
  GM's NOTES 
  The entranceway is not trapped and slopes down 
  about five feet.  Players will have no particular 
  difficulty entering the pyramid, though the floor 
  is covered in sand.  
   
  LEVEL 1, AREA 2 
  "Inside was a large room entirely covered in sand.  
  Several broken columns emerged from the sand, 
  and the body of a damaged stone statue lay in the 
  center of the room. 
   
  "At first, we didn't know whether the sand simply 
  covered a stone floor, or if it was deeper.  Once 
  we saw ripples moving under the sand, we knew 
  the answer to our question. 
   
  "I was really missing my fireplace and teapot 
  right about then." 
   
  GM'S NOTES 
  Under the floor are juvenile sandworms.  They 
  have taken up residence in the pyramid are will 
  try to consume the players.  They are not large 
  enough 
  to 
  swallow 
  a 
  character 
  whole 
  (thankfully). Once the players step on the sand, 
  they emerge and attack.  Use one sandworm per 
  two player characters. 
   
  If players wish to climb on the columns or the 
  statue for protection, ask them to make a 
  DEXTERITY check as their move action.  If 
  they succeed, their armor class is increased by 2 
  while they remain on the columns or statue.   
   
  If they wish to use the statue as a weapon, two 
  characters may lift the statue.  They must then 
  both make a MELEE ATTACK ROLL against 
  the sandworm.  One success will do 1d8 damage 
  to the worm, and two successes will do 2d8 
  damage. 
   
  The sandworms have no treasure.  However, it 
  the player characters break open the statue, they 
  will find a small, heart-shaped gem inside worth 
  500 gp. 
  SANDWORM, JUVENILE (5 HD) 
  AC 4(16)     HP (22)     SV(15) 
   
  Combat and Notes 
      +5 (1d8/1d6) bite/tail 
   
  Descending AC Chart 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  6 
  7 
  8 
  9 
  10 11 12 13 14 
   
   
   
   
  LEVEL 1, AREA 3 
  "At the end of the first room there were stairs 
  ascending about one floor.  Good thing Gorgoth 
  was using a torch, because there was no landing 
  at the top of the stairs.  Instead, a dark pit opened.  
  The pit was a kind of corridor, about 10 feet wide 
  and maybe 50 feet long. 
   
  "There were five pillars, each about five or six 
  feet apart from the other.  Maybe we could get 
  across by jumping from pillar to pillar? However, 
  Corlue thought he heard a soft sound, as though 
  something were crawling below us in the 
  darkness." 
   
  GM'S NOTES 
  Jumping from pillar to pillar will require a 
  DEXTERITY check each time.  Thieves may 
  use their CLIMB/JUMP skill depending on your 
  
  -6- 
   
  system.  The pit is about 15 feet deep, so assume 
  a player takes 1d10 damage if they fall. 
   
  If players use ropes, poles, or perhaps even the 
  statue from the first chamber, they should only 
  have to make one DEXTERITY check overall. 
   
  If anyone falls into the pit, they will face a 
  mummified crocodile, whose stats are given 
  below.  The crocodile is wrapped in fabric like a 
  human mummy, but is still able to move and use 
  its jaws.  If someone lowers a rope to help a party 
  member climb out, the crocodile will get one free 
  attack on the climbing character.  The crocodile 
  cannot climb out of the pit. 
   
  CROCODILE, MUMMIFIED (3 HD) 
  AC 5(15)     HP (15)     SV(15) 
   
  Combat and Notes 
      +3 (1d8) bite 
      May be turned as a GHOUL 
      Fire-based attacks do double damage 
   
  Descending AC Chart 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  8 
  9 
  10 11 12 13 14 15 16 
   
   
  LEVEL 1, AREA 4 
  "After braving the pillars and that undead lizard, 
  we were in a corridor with more stairs ahead of 
  us.  However, blocking our path were two large 
  statues.  They seemed to have a beasts' body, but 
  human faces. 
   
  "The party decided I should try to slip between 
  the two statues to get to the stairway beyond.  
  However, as I moved within a few feet, I jumped 
  back in surprise (not terror or anything!).  The 
  statues quickly smashed together, closing the gap 
  between them.  Any closer and I would have been 
  a chopped mutton.  Then, to my further 
  amazement, they turned and spoke to me" 
  "You must answer three riddles to pass," they 
  said in unison. 
   
  GM'S NOTES 
  In order to pass by the sphinxes, the party must 
  answer three riddles.  Here are three suggested 
  riddles and their answers in parenthesis.  If they 
  fail any of the three, the sphinxes will allow a 
  bonus riddle, since it has been some time since 
  they've had any amusement. 
   
  RIDDLE ONE: 
  Two people each eat exactly half a loaf of bread.  
  However, one eats more than the other.  How can 
  this be? (They ate from different loaves) 
   
  RIDDLE TWO: 
  I am heavy forwards and not backwards. What 
  am I?  (The word "ton") 
   
  RIDDLE THREE: 
  What do you give to others but still try and keep? 
  (A promise) 
   
  BONUS RIDDLE: 
  The more you have of it, the less you see. What is 
  it? (Darkness) 
   
  If the party tries to squeeze their way past the 
  sphinxes on any side, the sphinx will immediately 
  move to try to crush them against the wall or 
  between them.  Characters should be allowed a 
  DEXTERITY check avoid being injured.  A 
  failed attempt will cause 2d6 damage and the 
  character must try again.  The sphinx will then 
  scold the character and continue with the riddles. 
   
  The sphinxes are not living creatures and can 
  only attack by slamming into characters. If 
  character wish to attack them or use a damaging 
  spell, assume each sphinx has 50 hit points.  If 
  they wish to try to distract the sphinxes to allow 
  someone to sneak through, give a +2 (or even +4 
  if it is a really good idea) to DEXTERITY check 
  of PC's sneaking past them. 
   
  
  -7- 
   
  The sphinxes will allow anyone leaving the 
  pyramid to pass unharmed.  
   
   
  Image courtesy of wikimedia commons 
   
  LEVEL 2, AREA 5 
  "I hate riddles in the dark.  However, we did 
  make it past the sphinxes and ascended to the 
  next level of the pyramid. 
   
  "This time we sent our thief Kelris ahead.  She 
  moved quite silently and came back to whisper 
  her report.  Ahead of us was a room with six 
  alcoves in the walls and a well in the center.  The 
  Gem of Onisirus was not visible anywhere.  Even 
  worse, the room did not seem to have a door on 
  the other side: it seemed to be a dead end. 
   
  "Was our quest at an end?  Did I come this far 
  just to draw an incomplete map for my wall?" 
   
  GM's NOTES 
  This room contains six mummies waiting in the 
  alcoves.  Feel free to reduce this number if you 
  like:  mummies are serious business.  Also, if the 
  party sends a scout ahead, allow them to know 
  what they're facing.  The mummies will attack the 
  party on sight and will fight to the end.   
   
  They will do their best to try to throw characters 
  down the well in the center of the room.   To do 
  this, the mummy will make a melee attack.  On a 
  successful attack, they do no damage, but have 
  grabbed their opponent.   On their next turn, the 
  player character is allowed a SAVING THROW 
  VERSUS DEATH RAY to break free.  If they 
  fail this roll or are not otherwise freed, they 
  mummy will throw them into the well on the 
  mummy's turn, causing 2d6 points of damage. 
   
  The well is filled with the bones, armor and 
  weapons of previous victims.  There's also an 
  ancient bracelet that is worth 300 gp, and three 
  spell scrolls.  Two have the spell Cure Serious 
  Wounds, and the other has Fireball. 
   
  At the end of the room is a secret door leading to 
  the rest of the pyramid complex.  Once found, it 
  can be opened by the thief using Open Locks, by 
  a Knock, Passwall or other spell.  Two 
  successful Open Doors checks will also open the 
  door. 
   
  MUMMY (6 HD) 
  AC 3(17)     HP (30)     SV(15) 
   
  Combat and Notes 
    +6 (1d12) arm + MUMMY ROT 
          (On contact, SAVE VS. POISON or contact  
           MUMMY ROT) 
    Fire-based attacks do double damage 
    Immune to Charm, Sleep, and Hold 
    Only move 20' per round 
   
  Descending AC Chart 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  6 
  7 
  8 
  9 
  10 11 12 13 14 
   
   
  LEVEL 2, AREA 6 
  "After we got past those mummies and opened 
  the secret door, we saw a corridor that sloped 
  sharply upwards.  This long hallway was at 
  perhaps a 45o angle and would require us to crawl 
  
  -8- 
   
  on our hands and knees, searching for purchase in 
  the cracks on the floor tiles. 
   
  "When we were about halfway up the passage, 
  our mage had a flash of insight." 
   
  "Wait a minute," said Barnabus.  "What if all that 
  poking around triggers something?" 
   
  GM's NOTES 
  As each player makes their way up this steep 
  passage, there is a 1 in 6 chance that they will 
  trigger the sand trap.  Once triggered, a torrent of 
  sand will flood the hallway from an opening in 
  the ceiling.  Player characters are allowed to 
  make a STRENGTH check to see if they can 
  hold on.  If not, they take 2d6 damage as they 
  slide down the passage.  They may make a 
  SAVING THROW VERSUS DEATH RAY to 
  try to cushion their fall and take only half 
  damage. 
   
  The trap can only be sprung once.  A thief may 
  disable the trap with a FIND/REMOVE TRAPS 
  roll from the top of the passageway.  
   
   
  LEVEL 2, AREA 7 
  "After 
  making 
  our 
  way 
  up 
  the 
  slanted 
  passageway, we were faced with a choice: go up 
  the stairs in front of us, or investigate the 
  chamber to our right. 
   
  "Strange wooden creaking sounds were coming 
  from the chamber, and a faint greenish light could 
  be seen.  The creaking had a pattern, like people 
  rowing a boat." 
   
  "Wait here," I told the others.  "I'm going to 
  check this one out." 
   
  GM's NOTES 
    In the chamber is a river boat.  Wooden chests 
  and large pottery jars line each wall.  The green 
  light is coming from ghostly slaves who are 
  moving the oars in unison.  They are translucent 
  and do not take notice of anyone entering the 
  room.  On the prow of the ship is a statue of a 
  beautiful woman clad in white. 
   
  Seated with his back to the door on a chair on the 
  rear platform of the boat is a man wearing fine 
  clothes and royal cowl.  He has a whip and 
  occasionally yells at the slaves to row faster. 
   
  The regal ghost will notice anyone who enters the 
  room and haughtily tell them to leave.  He is busy 
  navigating the river.  If the party does not leave, 
  he (and only he) will attack.  If he is turned or 
  defeated, the slave ghosts will flicker.  They will 
  offer to answer three questions before they fade 
  away and travel to the next world. 
   
  Here are some reasonable things they might offer: 
   "Beware the sisters above you.  They spit 
  their poison to paralyze you." 
   "Beware their statues.  They are guardians 
  as well." 
   "The gem may soon be yours." 
   "There are great treasures in this room" 
   
  If the party searches through the chests and 
  pottery, they will find that most of the clothing, 
  food, pets, and internal organs stored within have 
  long since turned to dust.  However, there are 
  some useful things to be had in and around these 
  containers. They include: 
   Three Spears 
   Two Shields 
   One Whip 
   A scroll of Dispel Magic 
   A scroll of Silence 
   A scroll of Lightning Bolt 
   A scroll of Cure disease 
   Two scrolls of Cure Serious Wounds 
   
  The statue is carved from wood and may be 
  removed from the prow by loosening several 
  wooden pegs.  It requires one person to carry it 
  with two hands.  It can be sold for about 100 gp. 
   
  
  -9- 
   
  WRAITH (4 HD) 
  AC 5(15)     HP (20)     SV(15) 
   
  Combat and Notes 
    +4 (1d6 + Level Drain) 
    Immune to Charm, Sleep, and Hold 
   
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  7 
  8 
  9 
  10 11 12 13 14 15 
    
   
  LEVEL 3, AREA 8 
  "We finally ascended the last set of stairs.  The 
  room above cast a faint red light on the stairs.  
  Inside we saw three statues standing in front of a 
  railing. The statues stood about seven feet tall.  
  One had the head of a jackal, another a hawk, and 
  the third a vulture.  
   
  "On the other side of the railing were stairs 
  leading up to a platform, on the platform was a 
  pillar supporting a glowing red gem.  This had to 
  be the Gem of Onisirus!  Two golden sarcophagi 
  flanked the platform.  
   
  "As I peered into the room, I was sure I saw two 
  large snake tails retreat behind the platform. Well, 
  no one even said it was easy leaving your front 
  door." 
   
  GM's NOTES 
  The three living statues will attack as soon as the 
  party enters the room.  They are mindless and 
  fight until destroyed.  Luckily, they aren't very 
  fast, moving only 20' per round. 
   
  The railing is similar to an altar rail and stands 
  just under a meter tall.  It can easily be leaped; 
  however that reduces a PC's movement rate to 20' 
  for that round.  The living statues will pursue 
  characters over the rail, but this reduces the 
  statues' movement to 10' for that round.  The 
  statues will fight to the end no matter the fate of 
  the naga. 
  The naga are magically bound to guard the gem.  
  However, they are intelligent and may try to 
  bargain with the party, especially if they are 
  trapped or webbed.  A Dispel Magic spell will 
  release them from their duty and they will fade 
  back into the spirit world.  However, the GM 
  should only offer this information if the naga are 
  captured, restrained, or if the party attempts to 
  bargain.  If the party is content to resolve things 
  with combat, so be it. 
   
  LIVING STATUE (5 HD) 
  AC 4(16)     HP (25)     SV(15) 
   
  Combat and Notes 
    +5 (1d8/1d8) fist/fist 
    Immune to Charm, Sleep, and Hold 
    Only move 20' per round 
   
  Descending AC Chart 
  AC 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  6 
  7 
  8 
  9 
  10 11 12 13 14 
   
   
  NAGA (10 HD) 
  AC 3(17)     HP (50)     SV(13) 
   
  Combat and Notes 
    +10 (1d8/1d8 or Poison) bite/tail barb or spit 
   Spells available 
      Light 
      Light 
      Hold Person 
      Hold Person 
      Bless  
  Descending AC Chart 
  AC 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  To 
  hit 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
   
   
  The main reward in this chamber is the Gem of 
  Onisirus.  It will still glow when removed from 
  its stand.  It is warm, but not hot, to the touch. 
  
  -10- 
   
   
  The sarcophagi contain the mummified remains 
  of Onisirus and his wife.  These mummies are not 
  animated. The sarcophagi are wooden and 
  overlaid with gold.  If they party wishes to take 
  them, assume they are worth 5000 gp each.  
   
   
   
  Image courtesy of pixabay 
   
  EXTENDING THE ADVENTURE 
  Here are some suggestions for extending this 
  adventure: 
   For a longer delve, place another secret 
  door in the first chamber (Area 2).  There 
  is plenty of room in or below the pyramid 
  to place many more encounter rooms. 
   The local tribesmen are so impressed with 
  the party members who make it back 
  alive, that they hire them to clean out a 
  local abandoned temple.  Bandits and their 
  wizard leader have taken up residence 
  there.  The tribesmen consider it a holy 
  site and would like them gone.  The 
  wizard will also have monstrous servants. 
   In the pillar under the Gem of Onisirus is 
  a map leading to the pharaoh Onisirus' 
  secret desert city.  It is said that he stored 
  even greater treasures and magical secrets 
  there.  
   The gem itself may provide a seed for 
  your next adventure.  Whoever first holds 
  the gem in their bare hands will receive a 
  vision of another exotic location for the 
  player characters to explore. 
    
  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! 
   
   
   
  Image courtesy of pixabay 
  
  -11- 
   
  appendix A:  Maps
  
  -12- 
   
   
  
  -13- 
   
   
  
  -14- 
   
  Appendix B: 
  PREGENERATED CHARACTERS 
   
  The pregenerated characters that appear on the following pages are all seventh level characters.   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 
   
  
  -15- 
   
  CLERIC (Level 7)                         AC 6(14)  HP 27 
   
  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 
  9 
  MAGIC WANDS 10 
  PARALYSIS/PETRIFY 12 
  DRAGON BREATH 14 
  SPELLS 12 
   
  Turn Undead 
    Skeleton 
  D 
    Zombie 
  D 
    Ghoul 
  D 
    Wight 
  D 
    Wraith 
  T 
    Mummy 
  T 
    Spectre 
  7 
    Vampire 
  9 
    
  Spells 
     First level (2/day) 
     Second Level (2/day) 
     Third Level (2/day) 
     Fourth Level (1/day) 
     Fifth Level (1/day) 
   
  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). 
   
  Mace:  +4 (1d6 +1) 
  Sling: +2 (1d4) 
  Unarmed: +4 (1d2+1) 
   
   
  
  -16- 
   
  DWARF (Level 7)                                 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 
  4 
  MAGIC WANDS 
  5 
  PARALYSIS/PETRIFY 
  6 
  DRAGON BREATH 
  7 
  SPELLS 
  8 
   
  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 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
   
  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::  +8 (1d6+2) 
  Dagger:  +8 (1d4+2) 
  Dagger(thrown):  +6 (1d4) 
  Unarmed: +8 (1d2+2) 
   
   
   
  
  -17- 
   
  ELF (Level 7)                                               AC 3(17)  HP 27 
   
   
  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 
  8 
  MAGIC WANDS 
  9 
  PARALYSIS/PETRIFY 
  9 
  DRAGON BREATH 10 
  SPELLS 10 
   
  Special Abilities 
    Infravision 
    Find secret doors (2/6) 
    Immune to ghoul paralysis 
   
  Languages 
   Elvish, Orc, Hobgoblin, Gnoll 
    
  Spells 
     First level (3/day): Magic missile, Sleep,  
                                    Protection from evil 
     Second level (2/day): Invisibility, Knock 
     Third level (2/day): Fireball, Haste 
     Fourth level (1.day) Dimension Door 
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
   
  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  +6 (1d8) 
  Bow:  +8 (1d6) 
  Unarmed: +6 (1d2) 
   
   
   
  
  -18- 
   
  FIGHTER (Level 7)                             AC 4(16)  HP 42 
   
  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 
  8 
  MAGIC WANDS 
  9 
  PARALYSIS/PETRIFY 10 
  DRAGON BREATH 10 
  SPELLS 12 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
   
  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::  +8 (1d10+2) 
  Bow:  +7 (1d6) 
  Unarmed: +8 (1d2+2) 
   
   
   
   
   
   
   
  
  -19- 
   
  HALFLING (Level 7)                        AC 3(17)  HP 27 
   
  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 
  4 
  MAGIC WANDS 
  5 
  PARALYSIS/PETRIFY 
  6 
  DRAGON BREATH 
  7 
  SPELLS 
  8 
   
  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 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
   
  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:  +5 (1d6-1) 
  Bow:  +8 (1d6) 
  Unarmed: +5 (1d2-1) 
   
   
   
   
   
   
   
  
  -20- 
   
  MAGIC-USER (Level 7)                AC 8(12)  HP 19 
   
   
  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 11 
  MAGIC WANDS 12 
  PARALYSIS/PETRIFY 11 
  DRAGON BREATH 14 
  SPELLS 12 
   
  Languages 
   Elvish, Dragon 
   
  Spells 
     First level (3/day): Magic missile, Charm  
                                   person, Shield 
     Second level (2/day):  Web, Invisibility 
     Third level (2/day): Lightning Bolt, Dispel  
                                    Magic 
     Fourth level(1.day):  Polymorph Other 
   
   
  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). 
   
  Dagger:  +2 (1d4-1) 
  Dagger(thrown):  +4 (1d4) 
  Unarmed: +2 (1d2-1) 
   
   
   
   
   
  
  -21- 
   
  THIEF (Level 7)                                       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 12 
  MAGIC WANDS 13 
  PARALYSIS/PETRIFY 11 
  DRAGON BREATH 14 
  SPELLS 13 
   
  Thieves’ Abilities 
    Open Locks (55%) 
    Climb (93%) 
    Hide in Shadows (45%) 
    Hear Noise (67%) 
    Remove Traps (50%) 
    Pick Pockets (55%) 
    Move Silently (55%) 
    Backstab +4 to hit and double damage 
   
   
   
  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). 
   
  Dagger:  +3 (1d4) 
  Dagger(thrown):  +5 (1d4) 
  Unarmed: +3 (1d2) 
   
   
   
   
   
   
  
  -22- 
   
  CARVEN (Level 7)                      AC 3(17)  HP41 
   
  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 
  8 
  MAGIC WANDS 
  9 
  PETRIFY/PARALYSIS 10 
  DRAGON BREATH 10 
  SPELLS 
  7 
   
  Special Abilities/Restrictions 
    Scout (70%) 
    Identify Potions (60%) 
    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 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
   
   
  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:  +4 (1d8) 
  Bow:  +5 (1d6) 
  Unarmed: +4 (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. 
  
  -23- 
   
  HALFLING THIEF (Level 7)   AC 5(15)  HP 31 
   
  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 
  5 
  MAGIC WANDS 
  6 
  PETRIFY/PARALYSIS 
  7 
  DRAGON BREATH 
  9 
  SPELLS 
  9 
  Special Abilities 
     -2 (+2) to AC against large opponents 
     Hide Outdoors (90%) 
     Hide Indoors (33%) 
   
  Thieves’ Abilities 
    Open Locks (55%) 
    Climb (93%) 
    Hide in Shadows (45%) 
    Hear Noise (67%) 
    Remove Traps (50%) 
    Pick Pockets (55%) 
    Move Silently (55%) 
    Backstab +4 to hit and double damage 
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
  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: +6 (1d6) 
  Dagger:  +6 (1d4) 
  Dagger(thrown):  +8 (1d4) 
  Unarmed: +6 (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. 
  
  -24- 
   
  WANDERWOOD (Level 7)   AC 5(15)  HP 41 
   
  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 
  9 
  MAGIC WANDS 
  8 
  PETRIFY/PARALYSIS 10 
  DRAGON BREATH 12 
  SPELLS 
  6 
   
  Special Abilities/Restrictions 
    Tracking (70%)  
    Hide in wooded area (95%)  
    Find Healing Herbs (2d6)  
    Photosynthetic  
    Flammable  
        (Save vs. DB or 1d4 continuing DMG) 
   
   
   
  AC: 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  "TO HIT" ROLL 
  NEEDED 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
   
  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: +5 (1d6+1) 
  Sling:  +3 (1d4) 
  Unarmed: +5 (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. 
  
  -25- 
   
  OPEN GAME LICENSE Version 1.0a 
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, 
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  Labyrinth LordTM is copyright 2007-2011, 
  Daniel Proctor. Labyrinth LordTM and Advanced 
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  SUNDAY'S 
  HAND-DRAWN 
  PYRAMID 
  ADVENTURE 
   Copyright © 2019 John Fredericks 
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Sunday's Hand-Drawn Pyramid Adventure (LL)/Sunday's Hand-Drawn Pyramid Adventure (BasicF,LL).pdf