Tuesday, September 27, 2011

[osr Challenge] The Silent Sage

 
The Silent Sage: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.

Get Ready:
The PCs are seeking a wise man called the Silent Sage.

Get Set:
The PCs are in the wilderness, looking for the Silent Sage. The Silent Sage is reknown around the Ashford Valley but  few have ever met him. His expertise is whatever the PCs are needing.

The Silent Sage is a centaur and lives a quiet and scholarly life. As such, for the duration of this short adventure, he has the equivalent of Phonophobia (fear of loud noises) and freezes in place, unable to act, when exposed to loud noises.

The PCs manage to find directions to his dwelling, a comfortable grotto, and arrive soon after the sage has been  taken by morlocks into the underground caverns of the Ashford Valley.

Go!:
The cave has been ransacked, with books and papers strewn about. There is no sign of the sage. At the back wall, a  new opening leads down into the darkness.

The morlocks disturbed a colony of stirges as they were traveling and the PCs run into them in the first cavern  below. There are several bodies of morlocks and stirges scattered around the cavern but it's obvious which direction  they went. The stirges will not follow the PCs outside of the cavern but remaining stirges will attack the PCs on  their way back out.

The tunnel beyond the stirge cave winds down to another cavern, where the PCs find the sage (a centaur) and the  morlocks. If the PCs are paying attention, they hear loud noises coming down the tunnel from the cavern ahead. The morlocks are stopped there because the shriekers are making a ruckus and the sage is stunned by the noise.

The shriekers have been screaming for a while now, so it's safe to assume that a wandering monster (in this case, a basilisk) is going to show up in 2d6-3 rounds.

Notable NPCs: Stirges; No. Encountered: 1d4+6; Alignment: Neutral; Armor Class: 7; Hit Dice: 1d8, Hit Points: 8, 6, 5, 5, 4, 3, 3,  3, 2, 1; Attacks: blood drain (1d3 + special); Save: F2; morale: 9; Special abilities: flight, blood drain (+2 to  attack, automatic 1d3 damage per round until target is dead or stirge is killed)

The Silent Sage; Centaur; Alignment: Neutral; Armor Class: 5; Hit Dice: 4d8, Hit Points: 24; Attacks: 2 hooves (1d6  each), staff (1d6); Save: F4; morale: 8; Special abilities: extensive sage knowledges, Phonophobia (fear of loud  noises - freezes in place).

Morlocks; No. Encountered: 2d6+3; Alignment: Chaotic; Armor Class: 8; Hit Dice: 1d8, Hit Points: 8, 8, 7, 6, 6, 5,  5, 4, 3, 3, 2, 2, 1, 1, 1; Attacks: short sword (1d6); Save: F1; morale: 9; Special abilities: 90' infravision.

Shriekers; No. Encountered: 1d4+4; Alignment: Neutral; Armor Class: 7; Hit Dice: 3d8, Hit Points: 24 each; Attacks:  Special; Save: F1; morale: 12; Special abilities: alertness (detects movement within 30 feet or light within 60  feet), shrieking (makes loud noises for 1d3 rounds if it detects movement or light, 50% chance of attracking a  wandeirng monster, arriving within 2d6 rounds).

Basilisk; No. Encountered: 1; Alignment: Neutral; Armor Class: 4; Hit Dice: 6d8 + 1, Hit Points: 31; Attacks: bite (1d10),  gaze (save v. petrify or turn to stone); Save: F6; morale: 9; Special abilities: Petrification (direct look from  target turns target to stone unless save v. petrify is successful, -4 to attack if avoiding gaze, -1 to attack if  using mirror, if basilisk sees itself in mirror - 35% chance - it must save v. petrify or be turned to stone).

Monday, September 26, 2011

[osr Challenge] "I Survived" Image for You!

There are only a few days left of the osr Challenge: A September of Short Adventures so I came up with an award image to celebrate your completion of the Challenge.

Simply right-click here and post the image to your blog!

And congrats on finishing the Challenge!

The mustache-Dragon is satisfied ... for now.

[osr Challenge] Fly on the Wall

Fly on the Wall: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.

Get Ready:
While wandering through the countryside, the PCs encounter a group of Giant Carnivorous Flies attacking a hive of Giant Killer Bees.

Get Set:
The PCs could be looking for a magic cave, resting from being on the run from a previous monster or wandering the wilderness lost. They turn the corner and come face-to-face with a clearing in the woods abuzz with activity.

The flies are attacking the bees and there are several of each on the ground, writhing in their death-throes. Before the PCs know it, they're in the middle of the battling swarms!

Go!:
The swarms are fighting around and with the PCs. What more description is needed? Both sides will pursue the PCs should they run, fighting the whole way.

Notable NPCs:
Giant Killer Bee, No. Encountered: 1d6+4; Alignment: Neutral; Armor Class: 7; Hit Dice: 1/2, Hit Points: 4, 3, 3, 3, 2, 2, 2, 2, 1, 1; Attacks: Sting (1d3 + poison); Save: F1; morale: 9; Special abilities: flight, poisonous sting (stinger breaks off into wound, save v. poison, failure means death, 1HP damage per round until stinger removed).

Giant Carnivorous Fly; No. Encountered: 1d4+2; Alignment: Neutral; Armor Class: 6; Hit Dice: 2d8, Hit Points: 16, 14, 13, 12, 10, 8; Attacks: Bite (1d8); Save: F1; morale: 8; Special abilities: flight, jump 30 feet, surprise on 1-4 on 1d6, immune to giant killer bee poison but not stinger damage.

Sunday, September 25, 2011

[osr Challenge] Kidnapped!

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.

Saturday, September 24, 2011

[osr Challenge] Good Company

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

Get Ready:
The PCs are tasked to run a mining company!

Get Set:
The PCs find themselves in Tradetown, after a recent adventure. It could be after The Bridge or even the Boar Hunt adventure. The PCs are summoned to a warehouse in town by their old friend, Binder the Dwarf. His mining cooperative is taking off but he's got to leave town for a short while (he's rather vague about why) and want the PCs to control the company while he's gone and protect his interests.

Go!:
The mining cooperative office is staffed by two dwarfs and a human (see entry 1 below). They work the day-to-day items and the PCs are expected to deal with management and other, special issues. The company keeps the PCs on their toes, leading to encounters with a variety of people and situations. Roll 1d12 several times and consult the results below:

1. The workers in the office are upset. They think that Binder was wrong leaving the PCs in charge. They also think  that they're being abused by these stupid adventurers. It will take some time and efforts on the PCs to get the  workers to behave and be back to happy workers.

Winder and Zinder (Dwarf office workers); Alignment: Lawful; Armor Class: 4; Hit Dice: 1d8, Hit Points: 6, 5; Attacks: hammer (1d6) and heavy crossbow (1d8); Save: D1; morale: 8, Special abilities: mining, administration.

Mick (human accountant); Alignment: Lawful; Armor Class: 7; Hit Dice: 1d8; Hit Points: 5; Attacks: club (1d6), dagger (1d4); Save: NM1; morale: 6, Special abilities: administration, accounting.

2. A spoiled nobleman (and his men) enters the office, demanding to speak to Binder and will not take no for an  answer.

Lord Froop; Alignment: Neutral; Armor Class: 7 (fine leather coat); Hit Dice: 1d8, Hit Points: 8; Attacks: longsword  (1d8); Save: F1; morale: 6.

Liveried Servants (3 Normal Men); No. Encountered: 3; Alignment: Neutral; Armor Class: 7 (leather); Hit Dice: 1d8,  Hit Points: 6, 5, 5; Attacks: short sword (1d6), dagger (1d4); Save: NM1; morale: 7.

3. Two miners in the company arrive unexpectedly, requiring a mediation. Both claim to own the same plot and it will  take the PCs a while to figure out who is the real owner - it should involve official mining documents filed with  Sir Hoel's secretary of Records, witness dispositions, and possibly a visit to the mine. The two dwarves are close  to trading blows over it.

Dwarf miners; No. Encountered: 2; Alignment: Lawful; Armor Class: 4; Hit Dice: 1d8, Hit Points: 6 each; Attacks: hammer (1d6) and heavy crossbow (1d8); Save: D1; morale: 8, Special abilities: mining.

4. A pair of confidence men enter the office, claiming Binder owed them money. They'll provide receipts and bills of  sale to back up their claim.

Con Men; No. Encountered: 2; Alignment: Neutral; Armor Class: 7 (leather); Hit Dice: 1d8, Hit Points: 6, 5; Attacks:  dagger (1d4); Save: NM1; morale: 7.

5. A grizzled Ranger enters the office with bounties that Binder ordered before he left town. The ranger is not  interested in anything but concluding his business (in this case, a bear that was bothering one of the miners) and  wants to be paid. Unfortunately, Binder left no notes on the subject.

Ranger (Normal Man); No. Encountered: 1; Alignment: Lawful; Armor Class: 7 (leather armor); Hit Dice: 1d8, Hit  Points: 7; Attacks: longsword (1d8) and longbow (1d8); Save: F1; morale: 9, Special abilities: tracking.

6. The office is broken into one night. Since the PCs are living above the office in a comfortable loft, they'll  hear the burglary and must deal with the circumstances. The burglars may be looking for a specific item hidden in  the messy office.

Burglars; No. Encountered: 1d6+3; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8, Hit Points: 6, 6, 5, 4, 4, 3,  3, 2; Attacks: short sword or club (1d6); Save: NM1; morale: 6.

7. The coffers are empty! Even if the PCs are keeping an eye on the books, the money seems to be gone, spent on  wages, rent, dividends, and official purchases. What do the PCs do?

8. A delivery of ore is late! The PCs are warned to find it or a vital contract could be lost. Whether the ore is  stuck somewhere in the Rolling Hils with a broken wheel or attacked by bandits, it's up to them to find it and get  it to town. The bandits are Dirk and his crew, a rabble that lacks skill but has some numbers.

Dirk: 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.

Dirk's Crew; No. Encountered: 1d6+9; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8; Hit Points: 6, 5, 5, 4, 4,  4, 4, 3, 3, 3, 2, 2, 2, 2, 1; Attacks: axe or short sword or spear (1d6), dagger (1d4), short bow (1d6); Save: NM1;  morale: 4.

9. The watch. A group of the town watch enters the office and asks where Binder is - since the PCs don't know, this  could lead to a bit of suspicious behavior (and the odds are that they are acting that way). The watch may cause  them some trouble or subtly demand a bribe!

The Town Watch (3 Normal Men); No. Encountered: 3; Alignment: Neutral; Armor Class: 6 (leather & shield); Hit Dice:  1d8, Hit Points: 7 each; Attacks: spear (1d6), dagger (1d4); Save: F1; morale: 8.

10. A rival company is causing trouble. Their workers are hassling the PCs' staff, starting fights in the bars. The  boss is friendly to their faces but tries to steal some of their customers, including chatting up people waiting in  the office.

The Boss; Alignment: Neutral; Armor Class: 7; Hit Dice: 2d8; Hit Points: 14; Attacks: dagger (1d4); Save: F2;  morale: 8.

Workers; No. Encountered: 1d6+3; Alignment: Neutral; Armor Class: 7; Hit Dice: 1d8; Hit Points: 6, 5, 5, 4, 4, 3, 2,  2, 1; Attacks: club (1d6), dagger (1d4); Save: NM1; morale: 6.

11. A big bill comes due. It could threaten the whole company and no-one in the office knows where Binder kept the  cash to pay it off. Failure to pay will also put several important contracts in jeapardy and negatively impact the  reputation of the firm (as well as the PCs). They have to figure out how to pay the bill (or get an extension) and  keep their reputations in Tradetown.

12. A treasure map, verified and true, has fallen into the PCs lap. But the treasure is only available for a  time-limit (perhaps the map only works during the second full-moon of the month, and the next one isn't for another  three years!). Will they keep their promise to Binder or go for the treasure?

When Binder returns, he'll reward the PCs for doing a good job and be very disappointed if they ruined the company.

Notable NPCs:
None.

Friday, September 23, 2011

[osr Challenge] The Bridge

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

Get Ready:
An old friend approaches the PCs with a job: a vital bridge is in the center of some bandit activity and he needs his caravans protected.

Get Set:
Local merchant and old friend Richard Rich contacts the PCs to get them to guard a small bridge in the Rolling Hils from robbers. Sir Hoel of Tradetown will have his men supplementing the caravan guards but Hoel doesn't think the bridge is an issue. Richard disagrees and has gathered together some other merchants to fund some more guards.

Richard offers them a small reward to guard the bridge and will leave the wolfs head bounty to the PCs on any bandits the PCs capture or kill. The PCs can be at the bridge in about a day of travel, and then are expected to hold the bridge for 5 days.

Go!:
The bridge is maybe 15 feet across and two wagons wide. The bridge spans a deep and wide crack and is made from stone (Dwarf-made) but offers no real protection. There are no trees within 50 or so feet of the bridge but, with a little work, the PCs can build some log defenses on both sides.

Two different bandit groups and a humanoid warband are operating in the area. Dirk and his rabble will probably attack right after the PCs have built defenses. They don't have high morale but they are numerous. Bane's group is more organized and brutal and can show up at any time. They all have horses and use chain and shield in combat. At a distance, they look like a troop of guards and often they wear fake noble livery (70% chance). Bane is very strong and his second-in-command Vimzan the Elf will use his spells as necessary. The humanoid warband is a comprised of Bugbears. They're the wildcards in the deck - they'll attack when Bane's bandits attack (50% chance, also don't forget their 50% chance to surprise enemies), making it a battle of three armies.

Notable NPCs:
Dirk: 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.

Dirk's Crew; No. Encountered: 1d6+9; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8; Hit Points: 6, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1; Attacks: axe or short sword or spear or short bow (1d6), dagger (1d4); Save: NM1; morale: 4.

Bane; Fighter, Level 3; Alignment: Chaotic; Armor Class: 4; Hit Dice: 3d8, Hit Points: 20; Attacks: +1 Bugbear longsword (1d8+5), Longbow (1d8); Save: F3; morale: 7, Special abilities: 18 strength.

Vimzan, Bane's 2nd in Command; 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).

Bane's Bandits; No. Encountered: 1d4+2; Alignment: Chaotic; Armor Class: 4 (chain and shield); Hit Dice: 1d8; Hit Points: 6, 5, 5, 4, 4, 3, 2, 2, 1; Attacks: longsword (1d8), spear (1d6), dagger (1d4), longbow (1d8); Save: NM1; morale: 6.

Bugbears; No. Encountered: 1d4+4; Alignment: Chaotic; Armor Class: 5; Hit Dice: 3d8+1, Hit Points: 18, 17, 16, 15, 14, 13, 12, 11; Attacks: longsword (1d8+1), longbow (1d8+1); Save: F3; morale: 7; Special abilities: 50% chance to surprise enemies.

Thursday, September 22, 2011

[Atomic Thursday] The Gremlin

Imagine a world where everyone thinks you've lost it. That would be an interesting campaign to run.

Wednesday, September 21, 2011

[osr Challenge] The Magic Cave

 
The Magic Cave: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley.

Get Ready:
The PCs are in search of a magical cave in the wilds of the Ashford Valley.

Get Set:
The PCs are looking for a magic cave in the wilderness. Perhaps they heard of the cave from a folk-story a few months ago and decided to find out whether it has any truth or maybe they found an old map from adventurers of long past and follow it to the cave.

Go!:
The cave is located in a hill topped with a copse of trees. The cave is below the trees but hidden by vines and undergrowth. Outside the cave is a pair of rune stones. Rune stones are fairly common around the Ashford Valley and often have a magical nature associated with them. Attempts to read the runes on the stones comes up with a few clues to the cave: 1. the cave is called the Cave of the Sky, 2. intruders will encounter severe conditions or difficulties, and 3. the final guardian is unseen.

Looking into the cave, the PCs will see a large cavern made of blue rock with shiny quartz crystals spread throughout (it looks like the night sky) and a passage leading deeper into the hill on the far side.

Upon entering the cave, the crystals go dim and the PCs are pelted with hail! Each character that remains in this room must save versus petrify or suffer 1d4 damage per round. Escape to the far passage way takes a minimum of 2 rounds (A cruel GM may require three ability checks vs. Dexterity to reach the shelter of the tunnel, with the total number of successes subtracted from 4 rounds to determine how fast the PC makes it to safety - 1 round for a complete success and 4 for complete failure, with each round taking more damage!).

Additionally, after the 1st round, lightning strikes around the room, attracted to large metal objects (like armor and weapons). There are 3 lightning strikes per round, each attacking as a 1st level fighter (If the target is wearing metal, the attack is equivalent to a 3rd level fighter) and do 2d6 damage per strike (3d6 for metal-bearing targets). Both the hail and the lightning only occur while entering the cave, not during an exit, unless activated by someone entering the cave.

The tunnel leads deeper into the hill, and to the main spirit shrine. The shrine room is filled with tendrils of mist. As the PCs enter, the mist starts moving towards them, surrounding them, picking at their clothes and faces with cold and wet fingers. The PCs must save v. fear or flee the shrine. If all of them succeed, then the mist disappates and a light shines down from the ceiling, much like sunlight. Lawful characters are healed 2d8 hit points by the light and refreshed. Neutral characters are healed 1d8 hit points by the light, while Chaotic characters are not healed and the light blinds them for 1d6+6 turns (no saving throw).

By making the appropriate offerings (obvious to Lawful and Neutral PCs), the PCs gain a treasure that would be useful to the PCs for their further adventures. What treasure the shrine contains is up to the GM. If no offering is made and the treasure is removed, the unseen guardian spirit geases the PCs (cast at 12th level and if the geas fails to affect even one PC, the hail and lightning effects occur on the way out), compeling them to find an appropriate item and return it to the magic cave (the GM should make the quest sufficiently difficult). Once the treasure is removed with the offering or replaced by geased PCs, they can never find the magic cave again.

Notable NPCs:
None.

Tuesday, September 20, 2011

[osr Challenge] Memories

"Everybody needs his memories. They keep the wolf of insignificance from the door." - Saul Bellow.

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

Get Ready:
While wandering through the Ashford Valley, the PCs encounter an aging wizard and his two guardians. 

Get Set:
The PCs could have any reason to be where the adventure takes place, including actively seeking the aged wizard Saul for some reason like needing a scroll translated or following up on a clue from a previous adventure.

Saul is actually losing his mind and he is going from lucid to mad as he interacts with the PCs (not that they'll notice much). He'll fixate on the PCs as those "who took his family away" (his family is long gone, dead these many years, of natural causes) and summon "demons" to kill them.
 
Go!:
The PCs find themselves at Saul's tower with the scroll to translate. The tower is three stories, with the first being an entrance hall and a wooden stable built against it, large enough to hold the PCs mounts. The second and third floors contain Saul's laboratory and personal chambers, respectively. There is a ruined barn with some fodder and a well for water in his "yard." Around the tower is a forest with deer.

Saul will greet them cordially and allow them to stay in the first floor. He'll be fairly professional and have a few odd ticks, but what do you expect of an old man, especially a wizard? He'll tell them it will take him 3 days to translate the scroll and he mustn't be disturbed.

Once he is away from the PCs, he'll switch to the mad mode and spy on the PCs from his lab on the second floor. Using his magic ring, he'll summon the Wire Wolves and pit them against the PCs in the countryside around the tower. The Wire Wolves will stalk and attack anyone outside the tower, waiting for one or two of the PCs to gather water or go deer hunting. Smart PCs will notice that within hours of them arriving at the tower, the forest is completely silent, which is really weird. 

Notable NPCs:
Saul the Mage; Magic-user, Level 3; Alignment: Neutral/Chaotic; Armor Class: 9; Hit Dice: 3d4; Hit Points: 9; Attacks: dagger (1d4), staff (1d6); Save: MU3; morale: 9; Special abilities: Ring of Wishes (no wishes left), Spells: Charm Person, Sleep, Knock.

Wire Wolf; No. Encountered: 2; Alignment: Neutral; Armor Class: 2; Hit Dice: 6d8, Hit Points: 35 each; Attacks: bite (2d6 + special); Save: F6; morale: 12; Special abilities: a target struck by two wire wolves in the same round must save v. Paralysis or be knocked prone, +2 to attack/damage to prone targets, immune to Sleep, Charm and Hold spells, immune to surprise.

Monday, September 19, 2011

[osr Challenge] The Zandar

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

Get Ready:
The PCs are on the hunt of a mythical flower that will bring wealth and success.

Get Set:
A popular slang term in the countryside of the Ashford Valley is the Zandar. It means something very wishful or ludicrous. A comment like “I think the miller’s daughter likes me” made by an ugly peasant could very well be responded to with “Only if you found the Zandar.” The Zandar is a plant which, if possessed, will bring wealth, success and a beautiful wife (or husband), but no one really believes it actually exists.

The PCs get involved in the usual way - someone comes to them with info to the hidden cave of the Zandar and asks them to find it for them.

Go!:
The PCs are approached in Ashford town by old friends, Myson and Chilon, brother sages of great knowledge. Between the two of them, they've found the location of the Cave of the Zandar, the mystical place where the magical plant grows.

Both sages want the PCs to find the cave and bring back a whole plant in a pot so that they can grow it in their hot-house. They provide them with a pot, some magical dirt and a watering can. The cave, they explain, is in the Rolling Hils, close to the walls of the Valley. Myson provides a map and Chilon provides information on the guardian - it is a spirit that will test the PCs for worthiness (the GM is free to provide hints on the test and make up the test altogether).

The entrance to the cave is a sheer climb up 50 feet and is now a giant hawk's nest. The two giant hawks will fight to the death to protect their nest. Once in the cave, the tunnel slopes down to a grotto where the Zandar grows. The grotto is where the testing guardian spirit appears to the PCs. The spirit will not attack unless it is attacked and will not prevent the PCs from taking the Zandar. If the PCs fail the test or steal the plant, the Zandar will wilt before they get it half-way down the Valley.

Two other groups are interested in the plant. The Gnome Brothers, Namwinkle, Punwinkle, and Roonwinkle (from Gnome Trouble), and Dark Forces (using their undead servant Leir the Madman) are after the plant. The Gnome Brothers just want it for greed while the Dark Forces want to corrupt the plant for evil. Between the two of them, they'll ambush the PCs on the way back to Ashford town.

If the plant is stolen, it will wilt because the thief failed to pass the test. Only by giving the plant freely can the effects be granted and that only to that one person. What the true effects of the Zandar are is up to the GM. After that, the plant remains fresh as if it was in the cave but will not reproduce. Attempts to find the cave again will fail, as the legend says only one Zandar can be removed each century. Better luck in 100 years.

Notable NPCs:
Myson and Chilon, Sages; Alignment: Neutral; Armor Class: 9 (robes); Hit Dice: 1d8, Hit Points: 4 each; Attacks: dagger (1d4); Save: NM; morale: 6; Special abilities: sage knowledge, 1 magic spell (GMs choice).

Giant Hawks; No. Encountered: 2; Alignment: Neutral; Armor Class: 6; Hit Dice: 3d8+3, Hit Points: 25 each; Attacks: bite (1d6); Save: F2; Morale: 8.

Guardian Spirit; Alignment: Lawful; Armor Class: 2; Hit Dice: 4d8, Hit Points: 32; Attacks: longsword (1d8); Save: F4; Morale: 12.

The Gnome Brothers (Namwinkle, Punwinkle, Roonwinkle); Alignment: Neutral; Armor Class: 5; Hit Dice: 1d8; Hit Points: 6 each; Attacks: dagger (1d4) or short sword (1d6); Save: D1; morale: 8; Special abilities: 1 each, smoke bombs (obscure the area) and sleep bombs (Save vs. Poison or sleep).

Leir the Madman (undead demon-possessed human); Alignment: Chaotic; Armor Class: 4 (-3 Dex, leather armor); Hit Dice: 4d8, Hit Points: 30; Attacks: scythe (+3 to hit, 1d10+3), dagger (+3 to hit, 1d4+3); Save: F4; Special abilities: Strength 18, Dexterity 18 (granted by his Dark Master); Morale: 12.

[Vids] Legend of the Seeker

I started Legend of the Seeker a short while ago (love Netflix instant watch) and am slowly working my way through the two seasons, all 44 episodes. At first, I thought it was an OK fantasy series but as I watch each episode, I find myself really enjoying the story and most of the characters.

My favorite of the three main characters are (in order): Bruce Spence plays the wizard Zeddicus Zu'l Zorander. I'm a big Bruce Spence fan from way back when I saw the Road Warrior. Bridget Regan plays the Confessor Kahlan Amnell  and I think she does a very good job. My least favorite is the title character, The Seeker Richard Cypher (played by Craig Horner). Though I'll admit Craig's acting has improved since the first episode (and despite the fact that the Significant Associate keeps pointing out that the word "Seeker" is religiously spoken within the first 5 minutes of every show - she's wrong, it's within 2 minutes).

I haven't read the books the show is based on, but considering my position on the Dresden Files TV show (and my overall approval of it) and "canon purity," if I ever do, it won't ruin it for me.

Sunday, September 18, 2011

[osr Challenge] Brambles

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

Get Ready:
The PCs re-encounter Edith the Witch and she's got a job for them!

Get Set:
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.

Go!:
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.

Notable NPCs:
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.

Saturday, September 17, 2011

[osr Challenge] Shorty

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

Get Ready:
The PCs find themselves in a small hamlet in the Ashford Valley dealing with a small sheriff.

Get Set:
For whatever reason, the PCs are traveling through the Deep Forest and stop for the night at Prymere, a hamlet of less than a half-dozen houses. They could have been sent to the hamlet for business (perhaps they were hired to buy a rare item from the unofficial mayor of the town) or just passing through.

It doesn't take long before they're in trouble with the law!

Go!:
Prymere has a "pub" in the basement of the "mayor," an unpleasant human named Nathan Forester. Nathan is in a (currently) non-violent struggle over control of the town with the sheriff, a halfling named Nathan Forester (no relation). People call the halfling Nathan "Shorty" (much to his displeasure) and the human Nathan "Nathan."

The human Nathan has declared himself the mayor of Prymere, with no real opposition, except for Shorty, who actually was granted authority for this area by the manor lord. Nathan sees the PCs arrival as an opportunity to get rid of Shorty and if he gets killed, well, that's not really his problem. So Nathan has a brilliant plan: plant something on the roughest looking PC, cry foul and have Shorty arrest the whole lot.

It doesn't matter what the item is (GMs choice) but soon it's "discovered" missing and the PC is blamed. A search of his person or property reveals the item and the sheriff is called. The pub is crowded enough that the PCs have no chance of escape short of murdering everyone there.

When the sheriff arrives, he takes the PC (or the whole group, if they've made trouble) into custody and out of the pub. They can make a break for it then, but they'll have the law on them. If they escape, it'll make Shorty look bad, which will lead to his removal as sheriff. If they kill Shorty in the process, they'll have more trouble than ever. Smart PCs will notice that while Nathan seems to be a crooked sort, Shorty is actually a pretty good guy.

Shorty will take the PC(s) and lock them in his cellar. He'll take away any obvious weapon and start filling out paper work. If there are more than three PCs, he'll stick the remainder in a wide dry well (no worries, it's got a cover to keep out the rain and is rather snug once the bodies there for a while), putting them there with a long ladder.

While the PC(s) are in jail, a serving girl from the pub will approach them, tell them they've been set up to make Shorty look bad (the serving girl will call him "Sheriff Nathan," not "Shorty") and that Nathan is hoping they cause trouble for Sheriff Nathan. The PCs that are free can try to trick Nathan into revealing the whole plot against Shorty or figure out some other plan to resolve the situation.

Notable NPCs:
Nathan Forester; Human, Thief, Level 2; Alignment: Neutral; Armor Class: 7; Hit Dice: 2d6, Hit Points: 12; Attack: dagger (1d4); Save: T2; morale: 6; Special abilities: thief skills.

Sheriff Nathan Forester aka Shorty; Halfling; Alignment: Lawful; Armor Class: 7; Hit Dice: 1d8, Hit Points: 4; Attack: dagger (1d4); Save: H1; morale: 8.

Farmers (1d6+8 Normal Men); Alignment: Neutral Armor Class: 7 (leather armor); Hit Dice: 1d8, Hit Points: 8, 7, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3; Attacks: longbow (1d8), dagger (1d4); Save: NM; morale: 7.

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.