Friday, September 10, 2010

[Labyrinth Lord] Missing Caravans: An Ashford Valley Adventure

Here's the final mini-adventure set in my Ashford Valley campaign for my Switching to Guns 'zine, published back in July, and the actual first appearance of Edith the Witch (who I mentioned a while ago). Enjoy!

Missing Caravans
: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley

Get Ready:
While in town, the heroes hear about some bandit troubles on the High Bridge Road. A few small merchant caravans have completely disappeared and bandits are to blame.

Get Set:
A local merchant Richard Rich contacts the PCs to get them to investigate. He offers a small reward (he's a Rich but not actually very rich) for them to find his friend. The PCs wander up and down the High Bridge Road without encountering any bandits and see some smoke coming from the forest (which, if they delve into the forest to find the source, encounter Edith the Witch). Eventually they find a campsite with evidence the caravan was camped there recently.

At night, the Morlocks come.

Go!:
A cave near the campsite leads into a new Morlock community. Three to five Morlocks track the PCs and attack when they are in camp for the night. The PCs can easily follow the trail to the cave and encounter the rest of the Morlocks. What is actually inside the cave? Are there any prisoners? That's up to you, the GM.

Notable NPCs:
Edith the Witch; No. Encountered: 1; Alignment: Neutral; Armor Class: 7; Hit Dice: 3d8; Hit Points: 16; Attacks: two claws (1d4) and dagger (1d4); Save: F3; morale: 7; Special abilities: Magical song (treat as Charm Person spell), magical resistance (+2 saving throw on all saving rolls), magical moving cabin.

I've included the stat block for Edith, and if you need more info on her, go here.

Morlocks; No. Encountered: 2d6+3; Alignment: Chaotic; Armor Class: 8; Hit Dice: 1d8; Hit Points: 8, 8, 7, 6, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1; Attacks: short sword (1d6) ; Save: F1; morale: 9; Special abilities: 90' infravision.

The Morlocks are a new factor in the Ashford Valley. Whether they will become allies of the Necromancer depends on a number of things, the least of which is whether they come into direct conflict. Currently, groups of them are moving into caverns beneath Ashford proper and some have even found digs in Clifton. What is making the Morlocks migrate to the Ashford Valley is an unknown but they seem to like being here.

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