The Frozen Temple of Glacier Peak

  • Converted from the original adventure by Robin Fjärem.
  • Buy in PDF or in print.
  • If not noted in this document, use the text as-is (example: currency, most items).
  • If damage is noted, it is usually taken from STR (or possibly DEX), not HP.
  • For any saves involving CON use STR instead.
  • Most Spells should be treated as spellbooks that require no roll to cast; targets typically do not dodge, with the exception of Spring Scream (WIL to avoid effects).

Items

  • The “Magical sword with a hilt made of white bone” from “In the Sack” (#17): Melee attacks against the holder are impaired.
  • The adamantine longsword in #28 is unbreakable and does 1d10 damage.
  • Mining tools in #28 are bulky.
  • Treasure table in #32: Master-crafted longbow (d8+d8, bulky), The Decapitator (d10, bulky, CD: head comes off).

Pre-Generated Characters

Abilities were kept as-is (highest) but you are free to reroll abilities and HP.

Disa (Background: Mercenary)

2 Armor, 8 HP, 14 STR, 11 DEX, 12 WIL, halberd (d10)

  • 2 rations
  • 5 torches
  • Tinderbox
  • Shovel
  • Horn
  • Brigandine (1 Armor, bulky)
  • Shield (+1 Armor)
  • Halberd (d10, bulky)

Jorun (Background: Cultist)

5 HP, 11 STR, 14 DEX, 12 WIL, mace (d8)

  • 2 rations
  • Mirror
  • Caltrops
  • Incense
  • Rope (50ft)
  • Mace (d8)

Borghild (Background: Smuggler)

2 Armor, 6 HP, 14 STR, 11 DEX, 12 WIL, sword (d8)

  • 2 rations
  • Lantern
  • Pulleys
  • Net
  • Whistle
  • Gambeson (+1 Armor)
  • Helmet (+1 Armor)
  • Sword (d8)

Thorulf (Background: Scholar)

3 HP, 11 STR, 12 DEX, 14 WIL, staff (d6)

  • 2 rations
  • 5 candles
  • Manacles
  • Marbles
  • Blank book
  • Staff (d6)

Brand (Background: Tracker)

1 Armor, 8 HP, 12 STR, 11 DEX, 11 WIL, crossbow (d8)

  • 2 rations
  • Waterskin
  • Pole (10ft)
  • Bear trap
  • Face paint
  • Gambeson (+1 Armor)
  • Crossbow (d8, bulky)

Halvar (Background: Performer)

4 HP, 11 STR, 12 DEX, 14 WIL, dagger (d6)

  • 2 rations
  • Grappling hook
  • Lamp oil
  • Lockpicks
  • Flute
  • Dagger (d6)

Bestiary

Black Adder

4 HP,10 STR, 11 DEX, WIL 8, bite (1d4)

  • Critical damage: target is poisoned, losing 1 STR every 6 hours until cured.

Cave Harpy

5 HP, 11 STR, 15 DEX, WIL 8, bite & claw (d4+d4)

Dark Elf

6 HP, 15 WIL, poisoned dagger (d6), backstab

  • Critical damage: target is deprived and takes 1 STR damage every two hours until cured.
  • Backstab: This attack is enhanced against creatures who do not pass the initial DEX save at the start of the round.

Frost Smilodon

7 HP, 12 STR, 14 DEX, 4 WIL, claw (d6+d6), bite (d8), icy roar (blast)

  • Icy Roar: targets are covered in a layer of ice. Future attacks are impaired and DEX saves automatically fail.
  • Fire damage is enhanced against it.

Giant Dragonfly

1 Armor, 3 HP, 8 STR, 15 DEX, 4 WIL, bite (d6)

Giant Frost Centipede

3 HP, 9 STR, 9 DEX, 4 WIL, freezing bite (1d4)

  • Targets are partially frozen; attacks are impaired and DEX saves automatically fail.
  • Fire damage is enhanced against it.

Grey Dwarf

1 Armor, 6 HP, 13 STR, 11 DEX, 14 WIL, axe (d8)

Gulon

1 Armor, 6 HP, 12 STR, 13 DEX, 11 WIL, bite (d8), claw (d6)

Lantern Man

4 HP,11 STR, 15 DEX, 4 WIL

  • Lantern: targets must make a WIL save or become mesmerized for 20 minutes.

Lindwurm

16 HP, 12 STR, 11 DEX, 14 WIL, bite (d12), acid spit (d8, ignores armor, blast), claws (1d6)

Mountain Troll

8 HP, 17 STR, 6 DEX, 8 WIL, fists (d8+d8), bite (d10)

  • Critical Damage: The victim is shoved into the sack, and cannot leave by itself.
  • Turns to stone if exposed to sunlight.

Sprite

6 HP, 6 STR, 16 DEX, 12 WIL, sleeping dust or insanity

  • Sleeping Dust: Target must save STR or fall asleep for 10 minutes.
  • Insanity: Target must save WIL or lose 1d6 WIL and spend the next 10 minutes babbling incoherently.

Tomte

4 HP, 14 STR, 11 DEX, kick (d8), bite (d4+poison)

  • Can go invisible as an action, last until it interacts with something.
  • Critical Damage: The poison is incapacitates the victim until they are cured from it.

Vaettir

3 HP, 8 STR, 12 DEX, kick (d4)

  • Can see in the dark perfectly.
  • Critical Damage: The victim is overtaken by disease, losing 1d8 STR and DEX.