Friday, September 16, 2011

[osr Challenge] Two Old Warriors

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

Get Ready:
Two old warriors want to relive their glory days and so attempt to hire on with the PCs.

Get Set:
The PCs are wandering around the Ashford Valley. They could be on their way to another adventure or waiting for a package in one of the towns.

The PCs encounter two old warriors who offer their services to the PCs and have info on a nearby "treasure trove" (at least, they assume it is, so they'll talk it up). All they want is a fare wage and an opportunity to die in battle.

Go!:
The two fighters, Oscar and Felix, tell the PCs they found a small burrow in the woods. The trip to the burrow is fairly uneventful except they pass by an old shrine.

The old shrine is to a forgotten spirit. If the PCs stop and leave an offering (a bit of food or a keepsake), then the spirit will arise in thankfulness and they will receive a +1 to all attack, damage and saving throws until sundown. If they deface or damage the shrine, then each PC will have a single bad event in the future (GM determines) which will bring to mind this shrine.

The burrow is under a hill and has about a half-dozen rooms: an entrance room, a main hall and four burial rooms off the hall. Each of the burial rooms has two zombies in it, ready for the PCs. The treasure in the burrow should be appropriate to the burrow.

Oscar and Felix will be eager to fight, at least until the first of them gets wounded. They'll shove the PCs out of the way and generally make a nuisance of themselves. After one of them gets hurt, they'll lose their eagerness and actually get down to business.

Notable NPCs:
Oscar and Felix, two old warriors; Human, Fighter, Level 2; Alignment: Lawful; Armor Class: 7; Hit Dice: 2d8, Hit Points: 10, 9. Attacks: longsword (1d8), dagger (1d4); morale: 10 (becomes 7 after one of them gets hurt).

Zombies (8); Alignment: Chaotic;  Armor Class: 8; Hit Dice: 2d8, Hit Points: 16, 15, 14, 12, 10, 9, 7, 6; Attacks: club or rusty longsword (1d8); Save: F1; Morale: 12.

1 comment:

  1. I like the clever name choice for the warriors, although they sound more like klingons then the odd couple. Still, the names alone inspire me to run the two warriors identically to their namesake, to really enhance how much of a distraction their antics can be.

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