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.

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