Kidnapped!: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.
Get Ready:
One of the PCs goes missing and the rest receive a ransome demand!
Get Set:
The PCs find themselves in any of the Ashford Valley towns, most likely Sooton, but it could equally happen in Ashford town or Clifton. One of them goes missing and a message left at their inn reads "We have your man. Pay 500 in gold or get him back in pieces."
Go!:
A mixed warband has captured the PC and holds him in a ruined manor outside of town. Part of the band is in town, waiting for the ransom, while another group is with the prisoner. The town group plan to take the ransom and then head back to the manor to kill the prisoner, so the PCs have to figure out how to get their pal free. They'll use their youngest member, Skip, to arrange the ransom drop. Clever PCs may be able to fool Skip or follow him to the gang.
On the inside, the PC can try to escape. He's being guarded by two Bugbears, an Elf and a Dwarf who do not get along. It is possible to work one or more of them up to kill each other or convince them to double-cross the bosses, Nym and Pistol.
Notable NPCs:
Nym, co-leader; Fighter, Level 2; Alignment: Neutral; Armor Class: 4; Hit Dice: 2d8, Hit Points: 16; Attacks: +1 Bugbear longsword (1d8+5), Longbow (1d8); Save: F3; morale: 7, Special abilities: 18 strength.
Pistol, co-leader: Thief, Level 4; Alignment: Neutral; Armor Class: ; Hit Dice: 4d6, Hit Points: 16; Attacks: short sword (1d6); Save: T4; morale: 6; Special abilities: thief skills.
Bandits; No. Encountered: 1d4+6; Alignment: Chaotic; Armor Class: 4 (chain and shield); Hit Dice: 1d8; Hit Points: 6, 5, 5, 5, 4, 4, 3, 2, 2, 1; Attacks: longsword (1d8), spear (1d6), dagger (1d4), longbow (1d8); Save: NM1; morale: 6.
Skip the Young Lad; No. Encountered: 1; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8; Hit Points: 3; Attacks: dagger (1d4); Save: NM1; morale: 6.
Mizvan; Elf, Level 3; Alignment: Chaotic; Armor Class: 4; Hit Dice: 3d6, Hit Points: 12; Attacks: longsword (1d8), longbow (1d8); Save: E3; morale: 8, Special abilities: elf abilities, Spells (Sleep*, Charm Person*, Ventriloquism, Web*, * denotes prepared spell).
Argus Irontooth; Dwarf, Level 3; Alignment: Neutral; Armor Class: 4; Hit Dice: 3d8, Hit Points: 20; Attacks: hammer (1d6) and heavy crossbow (1d8); Save: D3; morale: 8, Special abilities: mining.
Bilyoubash and Anlabash, Gentlemen Bugbears; No. Encountered: 2; Alignment: Chaotic; Armor Class: 5; Hit Dice: 3d8+1, Hit Points: 15, 12; Attacks: longsword (1d8+1), longbow (1d8+1); Save: F3; morale: 7; Special abilities: 50% chance to surprise enemies.
Gamma Red Death World
12 years ago
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