TEXT:  
   
   
   
  call of the 
  colossus 
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Call of the Colossus 
   
   
  Zero Level “Funnel”  
  Warning: This adventure framework is not your 
  usual mini adventure; it is intended for 
  approximately 12 – 16 “zero level” characters 
  (each player controls 4 PCs), the majority of 
  which are not expected to survive. Those that 
  live are awarded with 1st Level in a class of the 
  player’s choosing. 
   
  If the GM already has a developed party, this 
  adventure might be used as a one off 
  experiment, or perhaps to create hirelings or 
  henchmen for the PCs. Alternatively it is easily 
  adapted as an ordinary introductory adventure 
  for low level PCs.  
   
  Adventure Overview 
  When the adventure begins, the PCs are the only 
  escapees of a caravan massacred by ogres in the 
  Ulgoth foothills. Womek, a mutant sorcerer and 
  cultist, has an arrangement with the Gruutar 
  ogre clan to deliver captives to him for sacrifice 
  at the Colossus; a 150 ft Temple of Yargoth (long 
  forgotten goddess of wealth, commerce, and 
  greed), about a day’s march distant. A number of 
  NPC travellers are taken prisoner by the giantkin, 
  and conveyed to the Colossus. 
   
  The scattered party has the opportunity to group 
  up and (perhaps) take down the last few 
  scavenging ogres before combing the battlefield 
  for supplies. After this they are presented with 
  two obvious choices: (i) follow the ogre tracks 
  and rescue the captives (leading to the ancient 
  temple, Womek, and his cultists), or (ii) press on 
  to Therg’s End (two days trek), the outpost their 
  caravan was originally bound for.  
   
  Investigating the Colossus requires facing a 
  number 
  of 
  dangers, 
  including 
  random 
  encounters, traps, monstrous guardians and 
  cultists, as well as the sorcerer Womek.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heading to Therg’s End for reinforcements leads 
  to disappointment. The outpost has been 
  recently raided by barbarians, decimating the 
  population and protectors. With so few guards 
  Rumours & Hooks  
  The noble leant forward, his one good eye 
  fixed upon the shrinking informant. “Silence 
  pitiable slud. I know of the tavern incident, I 
  was there, remember? What I want to know 
  is who are they? Where did they come from? 
  And what binds them together, so that I 
  might unbind them.” 
  
   
  3 
   
  remaining, there is no help to be found. 
  Furthermore, half the outlanders are secret 
  cultists (including Overseer Kinnon), and careless 
  PCs might end up victims of the sect. 
   
  In the best traditions of a funnel, most of the PCs 
  will not survive this adventure. Yet those that do 
  will have braved great peril, fought for not only 
  their lives but the lives of others, acquired 
  treasure, and undergone experiences that 
  transform them into fully fledged level 1 classed 
  characters. Best of all, the process of surviving a 
  funnel forms organic party bonds, “show not 
  tell” backgrounds, and that unique attachment 
  between a player and their “forged by fire” 
  neophyte adventurer(s). 
   
  Special Rules 
  For LFG, the process for creating zero level 
  characters is outlined below (assuming 4 PCs per 
  player):  
   
  1. Roll 4 sets of Attributes.  
  2. Luck is set at 4. HP is 4 + Con bonus. No  
  to hit bonus, reroll pool or skills. 
  3. Roll 4 times on the Background table. 
  4. Allocate one background to each PC 
  (background might be usable in lieu of 
  skills at the GM’s discretion).  
  5. Roll for Bonus Gear.  
  6. Choose culture(s) if any. 
  7. Name your PCs. 
   
  As might be surmised, initial character creation is 
  a highly unpredictable affair; which classes might 
  ultimately be available for the player to choose 
  from is subject to the dice and decisions made 
  during the adventure. 
   
  Be assured however that this adventure has 
  been crafted to provide opportunities to engage 
  with various class related roles, laying the 
  foundation to develop into any of the LFG classes 
  (including magic users, monks and artificers). If 
  using PC races other than human, players will 
  need to choose/randomly determine one. 
   
  Lastly, (i) when testing to see if a zero level PC is 
  All Dead or Mostly Dead, they require a 
  successful Luck save instead of a Con check, and 
  (ii) when using the Party Retreat rule, zero level 
  PCs always treat their Luck score as 10. 
   
  1. Roll for Attributes 
  In this adventure, attributes are randomly 
  generated by rolling 4d6 and dropping the lowest 
  die. Numbers are allocated in order, that is Str, 
  Dex, Con, Int, Per, Will and Cha. At the GM’s 
  option, one randomly determined attribute is 
  automatically 15 (determine before rolling the 
  remainder). 
   
  2. Roll on the Background Table  
  Players roll on the Background table to 
  determine their PCs’ recent history and default 
  starting gear. Characters also start with 1d6 days 
  rations, a waterskin, and 2d4 silver coins.  
   
  BACKGROUND 
  11 
  Pickpocket 
  Knife, Secret pocket  
  12 
  Rat Catcher 
  Spikepole (as spear) 
  Cheese 
  13 
  Grave Digger 
  Shovel (as club) 
  Rope 30 ft 
  14 
  Beggar 
  Crutch (as club) 
  Bitey Dog  
  15 
  Trapper 
  Big knife (as shortsword) 
  Bear trap 
  16 
  Cook 
  Skillet (as club), Spices 
  21 
  Fishmonger 
  Gaff hook (as shortsword) 
   Fishing rod 
  22 
  Gardener 
  Pruning shears (as 
  dagger), Anti-toxin 
  
   
  4 
   
  23 
  Slave 
  Sling, Chain 6 ft 
  24 
  Brigand 
  Shortsword, Ale flask  
  25 
  Lay Preacher 
  Staff, Holy symbol 
  26 
  Amateur 
  Tinker 
  Wrench (as club) 
  Crowbar 
  31 
  Butcher 
  Cleaver (as handaxe) 
  Salted meat 
  32 
  Street Sweeper 
  Broom (as staff) 
  Lucky coin (1 use reroll) 
  33 
  Farmer 
  Pitchfork (as spear) 
  1d3 Chickens 
  34 
  Yellow Lotus 
  Addict 
  Knife, Yellow  
  Lotus powder 
  35 
  Outcast 
  Handaxe, Ferret 
  36 
  Mutineer 
  Cutlass (as longsword) 
  Parrot 
  41 
  Beekeeper 
  Iron bee smoker (as club) 
  Jar of bees 
  42 
  Wagoneer 
  Whip, Lantern 
  43 
  Brewer 
  Iron tankard (as club) 
  Small barrel of spirits 
  44 
  Pilgrim 
  Staff, Scriptures 
  45 
  Deserter 
  Light mace, Shield 
  46 
  Miner 
  Pickaxe (as handaxe) 
  Lantern 
  51 
  Weaver 
  Good scissors (as dagger) 
  Ball of yarn 
  52 
  Lamplighter 
  Wick pole (as staff) 
  Flask of oil 
  53 
  Alchemist’s 
  Assistant 
  Knife, Acid flask 
  54 
  Organlegger 
  Bonesaw (as shortsword) 
  Diseased kidney 
  55 
  Ploughman 
  Mattock (as handaxe) 
    Bag of seeds 
  56 
  Hunter 
  Shortbow, 10 arrows  
  Trip wires 
  61 
  Busker 
  Knife, Instrument 
  62 
  Swineherd 
  Staff, Burly Pig (as dog) 
  63 
  Novice 
  Apothecary 
  Surgical blade (as dagger) 
  Healer’s kit 
  64 
  Baker 
  Rolling pin (as club) 
  Bag of flour 
  65 
  Gong Farmer 
  Shovel (as club) 
  Wheelbarrow 
  66 
  Hangman 
  Hangman’s axe (as 
  battleaxe), 30 ft rope 
   
  3. Roll for Bonus Gear 
  In addition to their default starting gear, each PC 
  receives one piece of bonus gear (1d20): 
   
  BONUS GEAR 
  11 
  10 ft pole 
  41 
  Ferret 
  12 
  Javelin 
  42 
  Deck of cards 
  13 
  Mirror 
  43 
  1d3 oil flasks 
  14 
  Fireblood 
  poison (1 dose) 
  44 
  Parchment, ink 
  and quill 
  15 
  2d4 torches 
  45 
  Iron pot 
  16 
  Backpack 
  46 
  Bag of Marbles 
  21 
  2d4 spikes 
  51 
  Lockpicks 
  22 
  Warhorn 
  52 
  Battered shield 
  23 
  Holy water vial  
  53 
  Chain 10 ft 
  24 
  Heirloom 
  bastard sword 
  54 
  Signet ring  
  (2d6+15 gp) 
  25 
  Manacles 
  55 
  Compass 
  26 
  Sack of flour 
  56 
  2d4 candles 
  31 
  1d2 firepots 
  61 
  60 ft rope 
  32 
  Healer’s kit 
  62 
  Bedroll 
  33 
  Tent 
  63 
  Fishing net 
  34 
  Chalk sticks 
  64 
  Tripwires 
  35 
  Iron tongs 
  65 
  Light Crossbow 
  and 6 bolts 
  36 
  Lantern and  
  oil flask 
  66 
  Roll on the 
  Trinkets & 
  Curios table 
   
  Ambushed! 
  From the outset, the PCs are thrust straight into 
  the action; their caravan to the isolated outpost 
  of Therg’s End has been ambushed by ogres, and 
  the party are the only (free) survivors. But for a 
  
   
  5 
   
  handful of captives taken away by the ogres, the 
  balance of the caravan are dead.  
   
  Womek (50s, balding, sorcerer with a corrupted 
  crabclaw arm, when in town he wears a sling as 
  if lame), a cult leader living in Therg’s End, has an 
  arrangement with a local ogre clan to deliver 
  human sacrifices to Yargoth’s Colossus; a nearby 
  temple in the shape of a forgotten goddess.  
   
  The ambush location is a thickly wooded area 
  adjacent to a river and 150 ft waterfall. Players 
  roll 1d6 to determine how their each of their PCs 
  survived the massacre:  
   
  1. Driven, fell or jumped off the edge of the 
  waterfall, plunging into the river below. 
  Blind luck allowed them to survive when 
  many did not, including the PC’s parent, 
  partner, child, or other ward (1d4 or 
  player’s choice).  
   
  2. Left for dead on the battlefield, rolled off 
  a corpse pyre or accidentally missed by 
  ogre 
  scavengers. 
  Presently 
  playing 
  possum, and hoping for an opportunity 
  to escape into the forest. Lying nearby is 
  the body of a favourite pet, uncle/aunty, 
  niece or nephew (1d4 or player’s 
  choice). 
   
  3. Driven or fled into the trees, separated 
  from the ogres by an out of control fire. 
  Fortunate winds blew the flames 
  towards their pursuers, allowing the 
  characters to escape. Through the 
  smoke, the PC saw three ogres making 
  off with the caravan master’s heavy 
  strongbox (containing a large sum of 
  gold, silver and trade jewels). 
   
  4. By sinew and grit, the character drew on 
  reserves of courage they never knew 
  they had, fighting off an ogre before 
  using a horse to escape! Alas, the PC’s 
  close friend, mentor, student or good 
  natured rival (1d4 or player’s choice) was 
  captured by ogres (dragged from 
  another horse). The PC’s mount later 
  succumbed (arrows, struck lame, set 
  loose to act as a decoy, etc).  
   
  5. Caravan Master Harriman (bald, pock 
  marked and powerfully built), fought a 
  rearguard allowing the PC and others to 
  escape. Harriman and his retinue were 
  slain. His wife Kiriana was captured in a 
  crude net, slung over an ogre’s back, and 
  carried away shrieking. 
   
  6. Unbeknownst to the rest of caravan, the 
  sorcerer Vorgeist was secretly among 
  them. Unstable magic caused purple 
  vapours to envelop the west flank, 
  enabling the PC to escape into the trees, 
  but not before inhaling some of the foul 
  mist (Con check or roll for a moderate 
  madness, LFG p.92, and bags under eyes 
  turn purple). Vorgeist himself choked to 
  death. 
   
  Depending on their rolls, different PCs will end 
  up in different groups. As fortune would have it, 
  each group of PCs (or lone individuals) are within 
  either sight or earshot of at least one other group 
  or individual, allowing them to reform as a single, 
  larger band when the time is right. Attribute 
  checks might be required to spot friendlies 
  and/or successfully sneak away from loitering 
  ogres at the GM’s option.  
   
  1d3 Ogres remain on the battlefield, slaughtering 
  the dying, looting corpses, and ensuring the last 
  
   
  6 
   
  wagons burn to ash. The giantkin are fearsome 
  opponents, but widely scattered about the site, 
  and might be picked off by PCs working together.  
   
  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 ft. 
  When staggered, an ogre enters a murderous 
  rage, gaining a free attack against every foe 
  within reach. On a 19+ attack roll, the target rolls 
  on the Injuries & Setbacks table (Luck (Con) save 
  resists). 10 foot reach.  
   
  By and large, the battlefield is a wasteland of 
  smoking carts, charred (and often half devoured) 
  corpses, and damaged gear. Whatever the ogres 
  couldn’t (or wouldn’t) steal has been bent, 
  smashed or defiled, leaving little in the way of 
  salvage. Clearing an area of ogres however 
  allows the PCs to do a thorough search, granting 
  a roll on the salvage table: 
   
  SALVAGE TABLE 
  11 
  Spear impaled 
  in a corpse 
  41 
  2d4 candles 
  12 
  Leather armor 
  42 
  2d10 sp 
  13 
  Unexploded 
  Firepot 
  43 
  Brooch 
  (2d6 gp) 
  14 
  Flask of oil 
  44 
  Dented helm 
  15 
  1d4 days 
  rations 
  45 
  1d4 days 
  rations 
  16 
  Backpack 
  46 
  Box of nails 
  21 
  2d4 spikes 
  51 
  Sack of salt 
  22 
  Warhorn 
  52 
  Splintered 
  shield 
  23 
  Child’s ragdoll 
  53 
  Chain 6 ft 
  24 
  Notched 
  longsword 
  54 
  Keepsake of 
  friend, etc 
  25 
  1d4 days 
  rations 
  55 
  Grappling hook 
  26 
  Waterproof 
  boots 
  56 
  Charred 
  healing herbs 
  31 
  2d4 torches 
  61 
  20 ft rope 
  32 
  Keepsake of 
  friend, etc 
  62 
  Bedroll 
  33 
  1d4 gold 
  63 
  1d4 days 
  rations 
  34 
  Mirror 
  64 
  Pipeweed 
  pouch 
  35 
  Iron pot with 
  heavy lid 
  65 
  Heavy 
  Crossbow with 
  1d4 bolts 
  36 
  Lantern 
  (half full) 
  66 
  Vorgeist’s 
  spellbook 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Where to Next?  
  After picking the battlefield clean (or simply 
  fleeing deeper into the forest), the party has a 
  decision to make.  
   
  In terms of orienting themselves, the PCs know 
  they are about one day’s march east to Therg’s 
  End, or one week back west to their originating 
  
   
  7 
   
  city of Crow’s Keep. The ogre warparty (approx 
  30) made no attempt to conceal their southernly 
  tracks and are easily followed (no check 
  required). Also south, rising above nearby hills, is 
  an ancient and colossal statue; rusting and 
  broken (a woman, missing its head and one arm), 
  towering 150 ft tall. The statue is approximately 
  one day distant.  
   
  Depending on the characters’ massacre survival 
  rolls, a number of hooks arise with respect to 
  following the ogres (leading to the Colossus): (i) 
  revenge for the attack and slain friends/family, 
  (ii) mounting a rescue effort to free captives, (iii) 
  reclaiming Harriman’s strongbox, and/or (iv) 
  reckless curiosity.  
   
  Alternatively, the party might head for Therg’s 
  End (for their own safety, or to gather 
  reinforcements - in either case they will be sadly 
  disappointed, see p.13). For GMs wishing to add 
  increased time pressure, an Int check reminds 
  PCs that ogres generally eat human captives 
  (after tormenting them for a time).  
   
  Random Encounters 
  Wherever the party goes, there is a 40% chance 
  of a random encounter in the hills every 12 
  hours. If an encounter occurs, roll 1d8:  
   
  1. 3d4 Wolves (LFG p.129) begin tracking 
  the party. They might be appeased with 
  food or scared away with fire.  
   
  2. A lone Griffon (LFG p.113) dives out of 
  the clouds with a screech, hoping to pick 
  up one of the PCs and fly away with them 
  (dropping them onto rocks before 
  devouring them). It avoids characters 
  with long weapons such as spears.  
   
  3. 2d4 
  thuels 
  (barbarians 
  of 
  the 
  xenophobic White Hoof clan, LFG p.114) 
  can be heard approaching on horseback, 
  from a nearby ravine.  
   
  4. A heavy storm lasting many hours saps 
  the party’s strength, turning the ground 
  to sucking mud and slippery pools. 2d4 
  PCs lose 1 Con (Str check negates). 
   
  5. Despite landmarks the party loses its 
  way in a series of narrow ravines, 
  requiring them to double back, wasting 
  half a day’s travel. There is a 50% chance 
  of a nest of 2d4 Giant Trapdoor Spiders 
  (LFG p.125, Dex vs Perc to notice the 
  trapdoor) lairing in one of the valleys. 
   
  6. An injured Brown Bear (as Owlbear LFG 
  p.120 but 5 HD), with two arrows in her 
  flank, is dying from infected wounds. Her 
  soft moaning can be heard from outside 
  a wide mouthed cave (Perc check). She is 
  in such a state that she barely resists 
  anyone trying to aid her (she swipes at 
  someone once, at disadvantage). If 
  patched up by a PC with a healer’s kit or 
  animal/apothecary 
  background 
  (Int 
  check), she swiftly recovers (and might 
  make an appearance later in the 
  adventure as a surprise ally). 
   
  7. 1d3 Giant Worker Ants and 1d2 Giant 
  Soldier Ants (LFG p.99) are carrying some 
  dead ogres back to their nest. Some 
  human snacks would also be welcome.  
   
  8. Tersuda, an outcast Cyclops (LFG p.103, 9 
  ft, bandaged left leg (25ft speed instead 
  of 40 ft)), is sleeping beneath a low 
  overhang, a sack of coins by his side (2 x 
  Carry Loot, LFG p.136).  
  
   
  8 
   
  THE COLOSSUS 
  The Colossus is a towering, 150 ft statue of 
  stained, yellow-orange bronze, heavily corroded 
  with green verdigris and spotted with dark 
  creeper vines.  
   
  Once a temple to Yargoth, goddess of commerce, 
  wealth, and accords (a precursor entity to what 
  would later be subsumed into Argona, goddess 
  of wealth, health and happiness), shameful 
  greed and corruption eventually brought the 
  priesthood to ruin. Sacked during a civil uprising, 
  the site was abandoned to rust and decay; a 
  poignant reminder of the evils of excess, and the 
  fate awaiting those who succumb (indeed, the 
  interdiction of male priests of Argona can be 
  traced back to the Yargoth catastrophe). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Long abandoned, the bronze doors sealing the 
  entry tunnel buckled twelve months ago, 
  allowing access for the first time in centuries. 
  Womek, a warlock hidden in Therg’s End, was the 
  first to investigate and attune himself to the 
  temple.  
   
  Unlocking the secrets of the Palm of Sacrifice, 
  Womek soon turned half the outpost into 
  Yargoth 
  worshippers. 
  Cultists 
  experience 
  prophetic dreams that come true if they are 
  willing to pay the price (generally blood sacrifice, 
  often people; see Area 9). 
   
  The ogre trail leads to the tunnel entrance at the 
  temple base, then continues southward. An Int 
  (Wilderness Lore) check suggests the giantkin 
  gathered at the tunnel for a time before moving 
  on without their captives (tracks of dragging via 
  ropes/nets end here – the ogres handed over 
  their captives to Womek).  
   
  Entrances  
  There are two entrances into the temple. The 
  first and obvious entrance is the tunnel (Area 1). 
  Both entrances are protected by a Copper 
  Gargoyle, which likes to perch between the 
  Colossus’ shoulder blades. The guardian has 
  keen hearing and will investigate any potential 
  intruders.  
   
  Copper Gargoyle, AC 14, HD 3+3, 2 Claws 
  (1d3+1), Bite (1d4+1) and Gore (1d4+1), 19: the 
  target’s weapon shatters against the gargoyle’s 
  supernatural hide (Luck save resists), S16 D14 
  C20 I10 P14 W13 Ch3, L6, Mv 30 ft or 60 ft flying. 
  A natural 1 or 2 attack roll against the Gargoyle 
  requires a Luck save or the weapon shatters.  
   
  The second entrance is the door to Area 8; 
  (heavily corroded, green and discoloured, can be 
  spotted from ground level with a Perc 
  (Detection) check), situated in the colossus’ right 
  bicep. The door has no obvious handle, but a 
  
   
  9 
   
  Perc (Detection) check reveals a hidden switch 
  beneath a false panel.  
   
  The door is approximately 90 ft off the ground. 
  Climbing the statue is possible (there are many 
  corroded pockets to act as handholds) but taxing: 
  3 x Str (Athletics) checks are required to reach it 
  (climbing approx 30 ft per check, or 45 ft on a 
  great success). A failed check means a fall to the 
  ground (and probably death, unless precautions 
  are taken, such as roping to another pc or pitons 
  secured). If the Gargoyle notices climbers, it 
  attempts to snatch them up and drop them at 
  high altitude.  
   
  Area 1 – Entry Tunnel 
  The bronze doors that once sealed the entry 
  tunnel are clearly buckled, and pulled closed. A 
  Str check is required to drag them open. Obvious  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  scuff marks on the ground suggest the doors 
  have been opened/closed recently.  
   
  The interior of the tunnel is cool, lit by flickering 
  candleholders (maintained by Womek and the 
  cult). The tunnel is 10 ft high, 10 ft wide and 50 
  ft long, the floor lined with rusting, iron plates 
  that clatter or crunch underfoot. Bronze sheets 
  (perhaps once shined to a mirror finish, but now 
  green with corrosion) line the walls. The far end 
  of the corridor opens into a larger chamber. 
   
  About 20 ft into the tunnel is a trap; a series of 
  scything blades that swing out from the 
  connecting edges of the wall panels. Womek  
   
  Temple Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  maintains the chamber, which is reasonably 
  clean, and free of the blood of past victims. 
  Careful studying of the walls (Perc (Detection) 
  check) reveals this area is cleaner than most. The 
  trap is sprung via a pressure plate (50% chance), 
  causing 2d6 damage (Luck (Dex)  save to avoid).  
   
  Area 2 – Narthex 
   
  The 20 ft narthex to the temple has an alcove 
  housing a 7 ft idol in the northern wall. Beside 
  the southern wall is a 3 ft copper urn. Stairs lined 
  with bronze panels ascend to the west.  
   
  The idol is approximately 7 ft tall, carved of 
  granite, simplistic in form with twin malachite 
  gems for eyes (shades of dark green, 1d4 x 100 
  gp total). A pressure plate built into the right 
  shoulder of the idol causes it to swing outwards, 
  revealing a closet of 3d6 yellow, hooded robes, 
  adorned with Yargoth’s symbol (a trail of coins). 
   
  The copper urn is inscribed with prayers to long 
  forgotten Yargoth in ancient common. An Int 
  (General Lore) check deciphers that the words as 
  litanies professing the holiness of tithes, and the 
  unholiness of failing to meet one’s spiritual 
  responsibilities.  
   
  Placing coins or other small objects of monetary 
  value in the urn invokes a magical boon, gaining 
  1 Luck (may exceed normal maximums,  works 
  once only). Inside the urn are 4d100 gold coins. 
  The urn ceases to function if removed from the 
  temple.  
   
  PCs ascending the stairs without making an 
  offering, or stealing from the urn or idol, suffer a 
  spiteful curse. Roll 1d4: 
   
  1. Ominous thunder echoes from outside 
  (attracts cultists from Area 6). 
  2. All current light sources in the vicinity 
  are snuffed out and will not relight for 24 
  hours (other torches etc are fine). 
  3. Suffers a serious madness (LFG p.91, Will 
  (Arcana) check resists). 
  4. Roll on the Dark & Dangerous Magic 
  table (LFG p.58, Midlands p.30).  
   
  Area 3 – Iron Door 
  This iron door is marked with the icon of a 
  battered shield with wings (an archaic symbol for 
  determination, resilience and persistence). 
  Pulling or pushing on the door will not open it. 
  Instead, the door must be raised up into a 
  vertical recess where it locks in place (Str 
  (Athletics) check, or by depressing a secret stud 
  button on the left border). The door locks into 
  place before lowering itself after 10 minutes. 
  Banging or attempting to break down the door 
  draws attention from Area 6. 
   
  Area 4 – Silver Door  
  This extremely steep staircase is lined with 
  bronze plates, continuing from Area 2. The door 
  at the top is inlaid with silver (worth 1d6 x 10 gp 
  if extracted) and well preserved, lacking any 
  significant corrosion. It is decorated with a young 
  man’s face with eyes downcast (an old sigil for 
  etiquette, manners and respect).  
   
  The door is unlocked. Opening it without first 
  activating the safety switch (Perc (Detection) 
  check; depressing both eyes) causes the stairs to 
  drop flat, sending PCs tumbling back down, 
  causing 1d3 points of damage. Furthermore, one 
  random PC lands in the doorway of Area 3 (if still 
  open), 
  which 
  immediately 
  slams 
  closed, 
  automatically crushing the victim to death (Luck 
  (Dex) save to roll 1d6 on the Injuries & Setbacks 
  table instead of dying). 
   
  
   
  11 
   
  Area 5 – Cells  
  The secret door in Area 6 reveals stone steps 
  winding 30 ft down into candle lit darkness. 
  Moans can be heard emanating from below. The 
  steps lead to an iron portcullis, sealing 2d6 
  captives in a 15 ft cell. Most of the captives are 
  injured, and all in a drug addled stupor, in no 
  condition to fight (unless the party is severely 
  depleted already, in which case the GM might 
  make some captives available to fight). One 
  captive is particularly unusual: Lopai, a one eyed, 
  80 year old Shenzu pilgrim with a penchant for 
  cursing (see Aftermath). 
   
  There is a 50% chance each of the PC’s 
  kidnapped friends/partners/mentors etc are 
  alive, as well as Kiriana (see p.5, and PCs 
  kidnapped by Therg’s End cultists (if any). If the 
  PCs do not head straight for the Colossus after 
  the ambush, each day of delay increases the risk 
  of death by 5% (max 90%). Check for each 
  potential survivor individually.  
   
  Those that did not survive were either eaten by 
  the ogres or sacrificed by Womek in Area 9. 
  Opening the locked cell requires a Dex (Traps & 
  Locks) check and a lockpick, or the key (which 
  Womek carries). 
   
  Area 6 – Worship Nave 
  In ancient times, only the ordained clergy of 
  Yargoth were permitted into the primary worship 
  chamber. 40 ft square, with a 60 ft ceiling, the 
  walls are hung with panels painted in silver and 
  gold (1d6 x 100 gp if taken), lorded over by an 
  imposing 40 ft statue of Sersulamor, martyred 
  High Priest and immortal saint of the Golden 
  Goddess. A sealed sarcophagus is adjacent to the 
  western wall. 
   
   
  3d6 cultists are present here, participating in 
  rituals of blessing and devotion, preoccupied 
  with their chanting, the air thick and hazy with 
  pungent incense.  
   
  If the PCs have kept quiet, and disguised 
  themselves in the robes from Area 2, they might 
  take the ritualists by surprise (Dex (Stealth) 
  check). Any attempt to talk to the cultists leads 
  to requests to see their holy brands (coin icon on 
  forearm, see p.13), as the devotees don’t 
  recognize the PCs’ from prior cult ceremonies. 
   
  Cultists, AC 11, HD 1, Ceremonial Knife 1d4, 19: 
  poison causes 1d6 extra damage (Luck (Con) 
  check for half), S11 D10 C10 I9 P10 W12 Ch10, L 
  4, Mv 30 ft. The cultists are fanatical and fight to 
  the death.  
   
  If Womek hears the sounds of battle below (Perc 
  (Detection) check), he will appear from Area 10 
  in 1d4+1 rounds to aid his brethren. If the cultists 
  are defeated, 1 x Carry Loot and 1 x Valuables 
  (LFG p.136, 147) may be looted from the 
  sarcophagus (crumbling remains of Sersulamor).  
   
  PCs investigating behind the statue find a 
  concealed stairway leading up (a narrow archway 
  covered with a hanging tapestry, depicting 
  Yargoth raining gold down on her followers). 
   
  In the southwest corner of the chamber is a 
  secret trapdoor. If the floor is searched, a 
  particularly uneven floor panel stands out (Perc 
  (Detection) check), which may be opened by 
  pulling on it (see Area 5).  
   
  Area 7 – Flaming Stairs 
  The final set of stairs is dimly lit, with widely 
  spaced candles. About half way up is a tripwire 
  (Perc (Detection) check at -2 penalty) that causes 
  
   
  12 
   
  a barrel of oil to pour onto the first two people in 
  the stairwell, catching one of the candles, and 
  setting them on fire for 2d4 damage (Luck (Con) 
  check for half). If the trap is detected, an Int 
  (Traps & Locks) check allows a PC to disarm and 
  scavenge/repurpose the barrel. 
   
  Area 8 – Secret Entry 
  As noted on p.8 there is a secret door allowing 
  access to the temple in the colossus’ right bicep 
  (approx 90 ft up). The door is trapped with a 
  swinging log, which activates when the door is 
  half opened (Womek disarms the trap with a 
  safety catch on the inside when he uses it). A 
  character opening the door with their hands is 
  knocked off the colossus and falls to the ground 
  (9d6 damage, Luck (Dex) save avoids). 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beyond the door is a steep 30 ft staircase leading 
  directly to Area 10 (the High Priest traditionally 
  used this sacred corridor to reach the Palm of 
  Sacrifice). The staircase has shelf recesses 
  containing candles, but they are unlit. At the top 
  of the stairs is a door with a pull handle. 
   
  Area 9 – Palm of Sacrifice 
  The enormous clawed hand of the Yargoth 
  Colossus cradles the bones of several recent 
  sacrifices; 
  some 
  of 
  whom 
  were 
  friends/mentors/relations of the PCs until 
  butchered by Womek - see the captives entry in 
  Area 5). If the bones are sorted through, 1 x 
  Trinkets & Curios (LFG p.141) may be retrieved.  
   
  The Hand is enchanted and the source of the 
  cult’s power. When a person is ritually sacrificed, 
  all genuine cultists receive a vision of what they 
  must do to make a prophetic dream come true 
  (typically blood sacrifice, beast or human). The 
  cultists inevitably develop signs of madness, and 
  if exposed long enough (as Womek is), mutation. 
  The true source of this “blessing” is uncertain 
  and left for the GM to determine.  
   
  Area 10 – Golden Sanctum 
  The main door to the sanctum is inlaid with gold 
  (worth 2d6 x 20 gp if extracted), adorned with 
  iconography of coins falling into cupped hands 
  (one of Yargoth’s symbols). The door is unlocked. 
  There is also a secret door in the western wall, 
  which may be opened by pressing on a golden 
  panel (careful inspection reveals handprints, 
  leads to Area 8). 
   
  The room beyond is 25 ft by 20 ft, with a 10 ft 
  ceiling, lined with panels of tarnished gold 
  (worth 2d100 + 100 gp) and lit by a hanging 
  lantern.  A broken bookshelf is in the northwest 
  corner, and Harriman’s strongbox beside the 
  southern wall (locked, may be picked or broken 
  open with sufficient time/crowbar, 1 x 4 HD Lair 
  Treasure, LFG p.140).  
   
  If the party have been quiet, Womek is here 
  kneeling over a drugged captive, cutting runic 
  symbols into their flesh in preparation for 
  sacrifice (50% chance it is an NPC related to a PC). 
  A Dex (Stealth) vs Perc check (at disadvantage for 
  Womek) will allow the party to take him by 
  surprise.  
  
   
  13 
   
  If Womek knows the party is coming, he casts 
  Strength upon himself (+4 bonus on melee 
  damage instead of +1), and then stands at one 
  side of the door, hoping to ambush them.  
   
  Womek, AC 12, HD 5+1, Heavy Mace (1d8+1) 
  and Claw 1d6+1 or spell, 19: Womek invokes a 
  word of power; roll on the Dark & Dangerous 
  Magic table (LFG p.58, Midlands p.30), S13 D15 
  C9 I14 P9 W14 Ch14, L8, Mv 30 ft. May choose 
  from the following spells three times per combat 
  (5th level): Magic Missile, Cure Light Wounds, 
  Hideous Laughter, Charm Person, Web, Strength, 
  Ritual Magic, Monster Summoning I. 
   
  On Womek’s person is the key to Area 5 and a 
  pouch containing one dose of Blackbile Fugus 
  tincture (highly rare, potent hypnotic, if imbibed 
  victim enters a drug addled stupor for 2d6 hours, 
  Luck (Con) save resists).  
   
  If the bookshelf is searched, a hidden 
  compartment behind it (Perc check) may be 
  found. Within is the Nova Scriptora, or Book of 
  Stars, 
  containing 
  the 
  discoveries 
  of 
  an 
  anonymous, long dead Yargoth Confessor (spell 
  casting exorcist), worth 2d4 x 200 gp to the right 
  collector. A PC interested in becoming a 1st level 
  magic user may do so gleaning secrets from this 
  tome (see Aftermath). 
   
  THERG’S END 
  Therg’s End is 18 months old, with about 50 
  current residents. When the PCs arrive, the 
  outpost’s situation is precarious; almost all the 
  guards are dead, and less than half the original 
  number of occupants remain. Without the 
  caravan’s men and supplies, there is every 
  chance the outpost will have to be abandoned.  
   
  Additionally, about half of the residents are 
  secret Yargoth cultists, fanatically loyal to 
  Womek and his teachings. Every cultist is marked 
  with a coin brand on their forearm; ostensibly 
  part of “traders’ guild”, but in reality a sign of 
  their devotion to the lost goddess of greed.  
   
  If Womek is dead when the PCs arrive, all of the 
  resident cultists have received a vision of his 
  death. This will create some tension/confusion 
  among them (who will be the new cult leader?), 
  and they will be suspicious of the PCs.  
   
  Guard, AC 14 (chain & shield), HD 1, Longbow 
  1d8 or Sword 1d8, 19: as weapon, S14 D10 C12 
  I10 P12 W10 Ch10 L4, Mv 30 ft. The guard’s 
  shield may be used to negate one attack (LFG 
  p.40).  
   
  Outlander, AC 10, HD 1d4 hp, Club or Big Knife 
  1d6, 19: another outlander comes to aid this 
  one, S10 D10 C11 I10 P10 W10 Ch10 L3, Mv 30 
  ft.  
   
  Cultist, AC 11 (leathers), HD 1, Knife 1d4, 19: the 
  cultist invokes Yargoth, 50% chance of rolling on 
  the Dark & Dangerous Magic table, S10 D10 C11 
  I10 P10 W11 Ch10 L4, Mv 30 ft. Cultists are 
  fanatical and immune to morale checks.  
   
  Area 1 – Wooden Palisade 
  The original 8 ft wall was burned down by 
  barbarian invaders a month ago, and is in the 
  process of being rebuilt, this time with 15 ft 
  sentry towers. Work is far from complete but 
  each tower provides three quarters cover for 
  archers (+4 AC). With the depleted guard 
  numbers, there is only 1 archer keeping watch in 
  each tower.  
   
   
  
   
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Outpost Map 
  
   
  15 
   
  Area 2 - Barracks 
  Captain Sully and her 2d6 guards are all that 
  remain of the 45 men-at-arms once protecting 
  Therg’s End. The captain was expecting 
  reinforcements with the PCs’ caravan, and is 
  visibly shaken to learn none survived the ogre 
  assault. Sully explains that they cannot hold the 
  outpost with so few, and they will likely have to 
  abandon the settlement. The barracks includes 
  some basement cells. Ordinarily, there would 
  also be a cache of spare weapons and armour, 
  but these have already been distributed to 
  residents.  
   
  Area 3 – Brass Badger Inn  
  Overseer Kinnon (short, moustached, grim and 
  humourless, unfond of dwarf related jokes), 
  controls the outpost, and is also owner of the 
  Brass Badger Inn, along with his wife Ymelda. 
  Importantly, both are Yargoth cultists loyal to 
  Womek. A still and full barrel of Widow’s Grin 
  whiskey may be found out back.  
   
  With so few residents, the tavern is empty apart 
  from the PCs, whom the owners are grateful to 
  receive as guests (there are plenty of rooms 
  upstairs). Kinnon & Ymelda are genuinely 
  distressed at the ambush (they knew of Womek’s 
  arrangement with the ogres, but slaughtering 
  the entire caravan was never agreed to!), and 
  project stoicism in their resolve to rebuild. An Int 
  or Perc (Insight) contest vs either NPCs’ Cha 
  suggests they are hiding something (body 
  language cues, slightly faltering voice, odd twitch 
  in the neck, etc). 
   
  The pair are always on the look out for new 
  sacrifice victims, and might target any late night 
  drinkers, loners or suspicious investigator types 
  with a sleeping draught (Con check or comatose; 
  they end up a captive in Area 5 of the Colossus, 
  delivered there by Calix (see Area 9) – treat as an 
  NPC until/if they are rescued). If the owner’s 
  bedroom is searched, two yellow robes adorned 
  with coin icons may be found hidden beneath 
  their mattress (symbols of Yargoth). 
   
  Area 4 – Hugo’s (General Store) 
  Hugo (medium build, clean shaven, purple vest, 
  always smoking a pipe) runs the general store, 
  which always smells of pipeweed. The place is 
  crowded with shelves, but without the latest 
  caravan shipment, most of them are empty.  
  Hugo is one of the cultists, probably the most 
  avaricious man in the outpost, and his prices 
  exorbitant (twice normal).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hugo will be (genuinely) outraged that the 
  caravan was destroyed, and keen to ensure 
  sacrifices are swiftly made to help maintain his 
  uncanny prosperity. If possible, he will hatch a 
  plot with Kinnon, Ymelda, Tybalt and Calix to 
  deliver one or more of the PCs for sacrificing.  
  
   
  16 
   
   
   
   
  
   
  17 
   
  If the PCs want to buy or trade, use the following 
  percentages to determine whether Hugo has the 
  goods available:  
   
  • 
  Common: 70%, quantity 1d6 
  • 
  Uncommon: 40%, quantity 1d3 
  • 
  Rare: 10%, quantity 1 
    
  Area 5 – Miners’ Domicile 
  4d6 miners live in this double story domicile, lead 
  by Leanora (albino Karok, hulking female with Str 
  and Con 15, blunt and impatient). Half of them 
  are secret Yargoth cultists (but not Leonora, who 
  would be quick to brain them or throw them in 
  the barracks’ cells). The miners avoided the 
  barbarian slaughter because they were in the 
  hills prospecting for silver. Every now and then, a 
  miner dies in a freak “accident” (ritually 
  murdered by cultists). Searching the home 
  reveals a handful of yellow cloaks with coin 
  symbology concealed beneath some floorboards 
  (Yargoth vestments).  
   
  Area 6 – Herbalist 
  Two herbalists Ercan (6 ft, rail thin) and Gijord 
  (northerner, long blond beard, black cloak), and 
  their families live in this house, collecting rare 
  herbs in the nearby woods and hills. They are 
  normally escorted by a handful of guards, but 
  recently have been forced to make short 
  expeditions alone. They can supply healing herbs 
  (as Healer’s Kit) and anti-toxin for trade or 
  reasonable prices. PCs affected by sleeping 
  draughts or similar can be cured here.  
    
  Area 7 – Weaver  
  The charming Einid (20s, brunette female, 
  athletic, easy manner) and her twin children, live 
  and work as weavers, making clothes and 
  baskets. Einid's husband Gray died in a tree 
  felling accident six months earlier (a dream 
  prophecy of Tybalt come true, see Area 13).  
   
  Area 8 – Potter 
  Burty (Burton) the potter (stubbled alcoholic, 
  fond of whiskey, rotund, often wearing an apron) 
  and his extended family live in the pottery, which 
  has shelves of bowls, plate, jars, urns etc. PCs 
  interested in creating Molotov cocktail devices 
  could do so with whiskey (from Area 3), rags and 
  some of Burty’s jars (throw 40 ft, 1d6 fire damage 
  in a 5 ft area). 
   
  Area 9 – Archaeologist (Womek’s home) 
  Womek 
  lives 
  here 
  masquerading 
  as 
  an 
  archaeologist, making armed expeditions into 
  forgotten places in the search for lost relics. The 
  sorcerer struck gold in Therg’s End, gaining 
  access to the Colossus and a ready supply of 
  sacrificial victims.  
   
  The house is locked and empty of people (Dex 
  (Traps & Locks) check to open, or by breaking (Str 
  check). If the PCs visit here, Womek is at the 
  Colossus (with a number of cultists assisting him 
  on an “expedition”; either engaging in blood 
  rituals or dead if the party have dealt with him).  
   
  Searching the house reveals a box beneath a 
  wardrobe false floor (trapped with a poison 
  needle; Luck (Con) check or dead (Perc 
  (Detection) check to spot, Dex (Traps & Locks) 
  check to repurpose the device or harvest 1 dose 
  of poison). Inside the box are 1 x Valuables, 1 x 
  Carry Loot and a hooded, yellow robe with coin 
  icons (Yargoth vestments).  
   
  Area 10 – Stables 
  The stables and horse yard are overseen by Calix 
  (dark skinned Nydissian, dyed blonde hair, thick 
  beard, reckless extrovert), a longtime member of 
  
   
  18 
   
  Yargoth’s sect. He currently has 2d6 horses and 
  is happy to trade or sell them at reasonable 
  prices. From time to time, the Overseer has Calix 
  convey drugged captives to the Colossus for 
  sacrifice. A thorough search of the stable loft 
  reveals 1 x Carry Loot (LFG p.136), yellow Yargoth 
  vestments, blood stained ropes, and a set of 
  manacles. 
   
  Area 11 – Abandoned Blacksmiths 
  The old blacksmith’s is currently abandoned; the 
  last family member suddenly perished a week 
  ago due to disease, and the property is in limbo, 
  awaiting the Overseer’s decision as to what to do 
  with it. Salvageable weapons and armour have 
  already been handed out to inhabitants, but 
  there are enough materials to forge one object 
  or tool such as a crowbar, spear or axe head, 
  caltrops, crude manacles, etc.  
   
  The blacksmith’s daughter, Riann, was gifted 
  with an inventive mind, and left a number of 
  insightful charcoal drawings, schematics and 
  formulae in a journal in her bedroom (including 
  a partial formula for something referred to as 
  “firepowder”).  Indeed, one of her successful 
  devices may still be found in the smithy (a sword 
  pommel in a box, that shoots a small dart 20 ft 
  by pressing a trigger stud; no damage itself, but 
  might deliver poison). A PC interested in taking 
  the Artificer class might unlock their potential 
  with the journal (see Aftermath).  
   
  Area 12 – Leatherworker 
  Leatherworker Sulraa (6 ft, 50’s, tireless energy, 
  red haired Thuel (barbarian) female, broken 
  common), rents here with 3d6 others (mostly 
  labourers). Most of the house are cultists, 
  including Sulraa, who has personally murdered a 
  number of people to receive her blessings (inc 
  her unflagging endurance). Sulraa’s money 
  pouch is crafted from the skin of her mentor 
  Rinnley (the interior bears parts of his nose and 
  eye, a loathsome keepsake that she likes to 
  caress from time to time). A search of her locked 
  valuables trunk reveals a hooded, yellow robe 
  with coin icons (Yargoth vestments). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 13 – Beekeeper 
  Tybalt the beekeeper (thin, large lips, receding 
  hairline, often wearing his heavy work robes and 
  hooded mesh veil). An early cultist, Tybalt’s bee 
  colony has greatly prospered and his honey 
  prized in Crow’s Keep.  
   
  Eight months earlier, Tybalt’s prophetic dreams 
  led him to a monstrous Skull Mask, buried at the 
  base of a dead tree. Wearing the mask turns the 
  user into a frenzied half man, half wasp horror, 
  with enormous compound eyes and buzzing 
  wings. “Yargoth” has conveyed to Tybalt that if 
  he murders at least one of the PCs, his dreams of 
  making Einid his wife (Area 7) will come true. If 
  the party split up, the beekeeper will seize his 
  chance if he thinks he can get away with it. 
   
  
   
  19 
   
  Wasp Monstrosity, AC 13, HD 4+1, Stinger 2d4 
  + poison (Luck (Con) save or paralysed for 2d6 
  rounds) and Claw 1d4+1, 19: target is severely 
  stung, roll 1d6 on the Injuries & Setbacks table, 
  S19 D15 C12 I5 P13 W16 Ch7, L7, 30 ft or 60 ft 
  flying. If there are no enemies to fight, but the 
  duration has not yet expired, the wearer must 
  make a Will check to resist attacking an ally and 
  end the transformation.  
   
  The mask is hidden in an empty wax pot. If worn, 
  the user immediately feels angry and aggressive. 
  If attuned (takes several weeks), the wearer may 
  spend an action to transform into the Wasp 
  Monstrosity (duration 2d6 rounds, usable once 
  every 2d6 months). Activating the mask 
  automatically requires a roll on the Dark & 
  Dangerous Magic table. A PC interested in taking 
  the Barbarian class (but without an appropriate 
  background or other event), might find this 
  ancient relic unlocks their inner rage (see 
  Aftermath).  
   
  Area 14 – Hunters’ Hall 
  2d6+2 hunters live here, some with families 
  (statistics as Outlander, but with longbows), and 
  2d6 hounds. Half of the hunters are new cultists 
  (might be turned, with the right persuasion). A 
  search of the premises garners 1 x Carry Loot but 
  no yellow robes (they are stored in Area 2 of the 
  Colossus). 
   
  Hound, AC 12, HD 1+2, Bite 1d4+1, 19: target is 
  knocked prone, S13 D14 C15 I2 P12 W10 Ch6, L4, 
  60 ft. Advantage when tracking and on attack 
  rolls when flanking.  
   
  Area 15 - Graveyard  
  Many recent burial mounds and cremation urns 
  mark this large graveyard. Perusing the 
  headstones reveals epitaphs such as “All are 
  equal before Baal”, “Here lies Wendolyn Cinders; 
  Hunter of Monsters and Men” and “Vengeance is 
  a pit, justice a door”. 
   
  PCs wanting to rob the graves will find 1 x Carry 
  Loot (LFG p.136) and a cold iron longsword 
  buried about the various plots. One recent 
  corpse however is swollen with foul gas and flesh 
  grubs. If disturbed, the corpse ruptures, 
  showering the PC with the flesh burrowing grubs 
  (Luck (Con) check or the PC dies in 1d4 rounds 
  when the grubs reach their heart. Only fire or 
  acid can kill the grubs, but requires an Int 
  (Apothecary) check to apply correctly, and 
  causes 1d4 damage to the subject in the 
  process).  
   
  Aftermath 
  Without Womek to hold the cult together, the 
  last sect members turn on each before being 
  ousted and hung by the remaining outlanders. In 
  this case, Therg’s End is almost certainly is 
  abandoned, and the site razed by barbarian, ogre 
  and skorn forces.  
   
  If Womek lives, the outpost thrives and expands, 
  rising to 90% cultists. The sect spreads to the 
  closest city, swiftly recruiting followers from the 
  poor and merchant quarters. With time and 
  increasing popular support, the cultists leverage 
  the Church of Argona into recognizing Yargoth as 
  a lost saint of The Starmaiden, legitimizing their 
  place in Midlander theology. The truth behind 
  “Yargoth” is left to GM determination.  
   
  As far as the surviving PCs are concerned, they 
  gain 1st level in a class of the player’s choice. 
  Players and/or GMs preferring a clear connection 
  between the PC’s actions and their chosen class 
  might consider the following (in addition to the 
  PC’s background):  
   
  
   
  20 
   
  • 
  Artificer – Disabling/repurposing any 
  traps, detecting/opening any secret 
  doors, “MacGuyvering” any other object 
  to assist the party (eg Molotov cocktails 
  in Outpost Area 8), Studying Riann’s 
  schematics journal (Outpost Area 11).  
   
  • 
  Barbarian – Fighting enemies, handling 
  real weapons, showing fury or rage 
  especially during combat, decrying 
  sorcery, feats of athleticism, pathfinding, 
  tracking, hunting, wilderness survival. 
   
  • 
  Bard – Fighting enemies, handling real 
  weapons, inspiring or entertaining the 
  party/NPCs, 
  wearing 
  armour, 
  learning/spreading new culture, tales or 
  lore.  
   
  • 
  Fighter – Fighting enemies, handling real 
  weapons, showing leadership, feats of 
  athleticism, wearing armour.  
   
  • 
  Magic User – Tainted by Vorgeist’s 
  purple cloud, cursed by the magic idol 
  (Colossus Area 2), being affected by a 
  Dark & Dangerous magic effect, studying 
  the Nova Scriptora (Colossus Area 10). 
   
  • 
  Monk – Lopai, the elderly easterner in 
  Colossus Area 5, is willing to teach one 
  PC his dying order’s secret fighting 
  techniques. Whether Lopai passes away 
  of natural causes shortly thereafter is left 
  to the GM to determine.  
   
  • 
  Ranger – Fighting enemies, sneaking 
  around, spotting dangers/secret doors, 
  spotting clues, pathfinding, tracking, 
  hunting, wilderness survival, sneaking or 
  assisting the injured bear (p.7). 
  • 
  Rogue – Fighting enemies, sneaking 
  around, 
  spotting, 
  disarming, 
  or 
  repurposing traps/secret doors, spotting 
  clues, looting, stealing, opening locks, 
  being deceptive, climbing things.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Special Thanks 
  All of the incredible art in this adventure was 
  created and generously donated by the inspiring 
  Randy M. See more of Randy’s terrific work at: 
   
  Bay of Spirits 
  http://www.thebayofspirits.ca/ 
   
  Patreon 
  https://www.patreon.com/randy_m/posts 
   
  
   
  21 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork: 
  All artwork generously provided by, and copyright 2018, Randy M, used with permission.  
  See 
  more 
  of 
  Randy 
  M’s 
  inspiring 
  work 
  at 
  http://www.thebayofspirits.ca/ 
  and 
  his 
  Patreon 
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #40 Call of the Colossus [white] (LowFG).pdf