Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.
The PCs re-encounter Edith the Witch and she's got a job for them!
The PCs are wandering along the High Bridge Road, between Ashford Town and Tradetown, when they encounter Edith. Any reason to go to either town or be on the road is good enough for this encounter.
Edith is looking someone to find her favorite cat, Patches. He ran off, into an old shrine. She can't go in (for some reason, which she won't get into) and is willing to trade some potions for the cat.
Edith will lead the PCs to the shrine, which is in the forest between three small hills. There's a large hole with a circular stairway leading down to the entrance of the shrine. The hole is overgrown with dangerously thick brambles that the PCs have to clear in order to go down the stairs.
At the bottom of the stairs, the shrine entrance arch leads into an atrium (courtyard), followed by a narthex (vestibule), a central nave, and finally a bema (altar room).
The atrium floor is weak across the center 6 of it's 10 foot span, which drops down 10 feet into a sinkhole. The vestibule is intact and cat tracks lead into the nave. In the bema are several animated Skeletons, coated with Green Slime, which will attack anyone entering.
A treasure is on the altar in plain sight and Patches is hiding underneath. The GM should choose a treasure that is appropriate to the campaign. The malignant guardian spirit will cause bricks in the central nave's ceiling to fall on anyone who tries to rob the shrine and escape.
Edith the Witch; 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.
Patches the Cat; Alignment: Neutral; Armor Class: 7; Hit Dice: 1d4-2, Hit Points: 2; Attacks: two claws (1d2); Save: F1; morale: 4.
Thick Brambles: If a PC attempts to crawl through without cutting brambles, they must save vs. petrify or suffer 2d4 damage. Cutting the brambles with a sword or axe takes 2 turns and prevents this saving throw requirement.
Atrium Pit Trap: 10 feet deep (1d6 damage).
Skeletons; No. Encountered: 1d6; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8, Hit Points: 8, 7, 6, 5, 4, 3; Attacks: short sword (1d6) or club (1d6); Save: F1; morale: 12, Special abilities: Green Slime coats the whole skeleton.
Green Slime; No. Encountered: same as Skeletons; Alignment: Neutral; Armor Class: NA; Hit Dice: 2d8; Hit Points: 12 each; Attacks: special; Save: F1; morale: 12; Special abilities: touch digests clothing and armor in 6 rounds, turns flesh into more green slime in 1d4 rounds.
Bricks from Ceiling: Each character in a 10 foot radius must save vs. petrify or suffer 2d6 damage.
Gamma Red Death World
4 years ago