Wednesday, December 8, 2010

[D20cember] G is for Greed

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

Get Ready:
Acts of charity, with two con-men, fueled by greed, in the middle of it all.

Get Set:
The PCs are in Clifton, seeing a friend get married or traveling with a rich merchant as caravan guards or some other reason that sounds good. They are approached by an unlikely pair, seeking funds to help a poor widow.

The two are a dwarf named Sodihi Oathtraker and an elf named Nimvan ("deep forest"). Both are con-men, working a charity scam and the PCs are a few more marks. They've found a poor woman named Beatrice with too many children. Her husband has died recently, leaving her in a sorry state. Distraught and despairing, this woman takes the two thieves' word that she'll get the help she needs.

Go!:
While wandering around Clifton, the PCs encounter Sodihi and Nimvan collecting alms for Beatrice. The two grifters approach them with the sad story of Beatrice's life, her many debts and the whole giant shoe filled with children, all that she has to care for since her husband has died.

After talking with the PCs, the two will have some indication which is the stupidest of the characters and attempt to cull that person from the party, so that Nimvan can cast a Charm spell on him while Sodihi keeps the others busy with some tale or other.

Once they have an in on the party, they'll convince their new "friend" that there are ruffians that have been following them over the past couple of weeks to steal the cash saved up for Beatrice. They hope to use the PCs as brute force against a rival gang of thieves and steal the PCs cash in the process. How they do that is up to the GM but getting their new friends to put their cash all in one place (say, a bag) then pulling a bait and switch while the ruffians accost the group is probably the easiest to pull.

Then they pull up stakes and head somewhere else, after telling Beatrice that the PCs have her cash!

Notable NPCs:
Sodihi Oathtraker (1 Dwarf); Alignment: Neutral; Armor Class: 4; Hit Dice: 1d8, Hit Points: 8; Attacks: short sword (1d6) or heavy crossbow (1d8); Save: D1; morale: 8, Special abilities: mining.

Nimvan (1 Elf); Alignment: Neutral; Armor Class: 4; Hit Dice: 1d8, Hit Points: 7; Attacks: longsword (1d8) or longbow (1d8); Save: E1; morale: 8, Special abilities: elf abilities, Spells (Sleep, Charm Person*, Ventriloquism, * denotes prepared spell).

"Ruffians" (8 Normal Men); Alignment: Neutral; Armor Class: 7 (leather armor); Hit Dice: 1d8, Hit Points: 6, 5, 4, 4, 3, 3,2, 1; Attacks: short sword (1d6) or club (1d6); Save: NM; Morale: 5.

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