Kit Cat: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.
Get Ready:
Cats, some people say, are the best hunters in the world. And, unless you're quick, you're lunch.
Get Set:
The PCs are in the Rolling Hils above Tradetown, either prospecting a bit (hey, if Clem found gold up here, we certainly can) or seeking a fabled weapon thought lost in the hills years ago. Along the way, a mountain lion starts stalking them. Since everyone is afoot, we'll see how this plays out, shall we?
Go!:
The mountain lion will stalk the PCs for several days, taking it's time to catch individuals unaware. An ability check vs. Intelligence or an elf has a 1-2 on 1d6 of detecting that something hidden is watching the group. This gives the GM plenty of opportunity to give the players some paranoia. The cat, however, is content to take one of them at a time, so will look for an obvious ambush site (near a pool of water or while someone is gathering firewood). Only the screams of the victim will alert the rest of the group that their friend is in peril.
If the PCs track the cat back to his den, they'll find the very old remains of an unfortunate adventurer, decades at least. Some of his equipment is still intact, including a magical and sentient sword known as The Sword of the Valley. It's a valuable find for any adventurer as it has knowledge about the history and peoples of the Valley but has the annoying tendency to talk during battles (a nervous habit) and is interested in no other part of the world except for the Ashford Valley.
Notable NPCs:
Mountain Lion (1); Alignment: Neutral; Armor Class: 6; Hit Dice 3d8+2, Hit Points: 20; Attacks: 3 (claw 1d3, claw 1d3, bite 1d6); Save: F2; Special abilities: leap attack - if the lion gets surprise, it will leap on one victim with a +2 to all attacks; Morale: 8.
The Sword of the Valley; +1 Luck Blade (no wishes remaining), +1 to saving throws; Sapient (Intelligence 11, Psyche 1, Willpower 12; Alignment: Lawful or Neutral (switches to match it's owner, cannot be used by someone Chaotic, inflicting 2d6 damage each round it is held); motivation: stay in the Valley and learn more about it's peoples and history; Verbal Communication, Read Magic; Detect: Hidden or Invisible 20' range and Secret Doors 10' range; Skills: extensive knowledge of the Ashford Valley history and peoples, including some individuals still alive; Languages: Common (all Valley dialects, including extinct), Elvish, Dwarfish, Bugbear, Orc and Dragonic; Personality: annoying tendency to talk during combat and speaks with a proper British accent. Cruel GMs could ignore the plus to attack until the owner is used to the sword's distracting blather, maybe 4 or so battles worth).
Gamma Red Death World
12 years ago
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