Wednesday, December 22, 2010

[D20cember] S is for Sooton Switch

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

Get Ready:
Sooton has a bad reputation (mostly deserved), but this takes the bad and makes it worse. A doppleganger has moved into town and wants to switch out a powerful man with itself. If it isn't stopped, then who knows what will happen next?

Get Set:
The PCs are in Sooton visiting friends or on business. Maybe they're delivering a package to a merchant house or buying a new sword or even trying out a new tavern.

Go!:
The PCs are around town when they see someone they know - and that person should be dead (after all, the PCs did him in and rightly so because he was a right awful bastard). The GM could use one of the previous enemies from the earlier D20cember episodes or even a baddie from the Switching to Guns 'zine issues.

The PCs, obviously interested, follow their old, dead "friend" to a rundown warehouse and see him meeting with some unsavory types. If the PCs attack, he escapes in the confusion of combat. A few of the thugs are willing to give some info for their lives and say that the baddie was interested in a rich merchant in town.

The merchant is suspicious of the PCs when they come to inform him of the plot against him. At that moment, the Doppleganger strikes from within the merchant's courtiers. In the midst of the chaos, can the PCs save the day or will they be accused of murderous crimes by the faux-merchant?

Notable NPCs:
Doppleganger (1); Alignment: Neutral; Armor Class: 5; Hit Dice: 4d8; Hit Points: 28; Attacks: 1 (1d10) ; Save: F10; morale: 10; Special abilities: shapechange.

Thugs (10 Normal Men); Alignment: Neutral Armor Class: 7 (leather armor); Hit Dice: 1d8, Hit Points: 8, 7, 6, 5, 5, 5, 4, 4, 4, 3; Attacks: shortsword or club (1d6), dagger (1d4); Save: NM; Morale: 6.

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