Saturday, September 10, 2011

[osr Challenge] Trapped!

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

Get Ready:
The PCs find themselves trapped in a cave, after falling rocks block their exit. Um, I think something is alive down here.

Get Set:
Why the PCs are in the cave is up to the GM - perhaps they were led there by a treasure map or a local guide or they were chasing a bandit and he ran into it. Maybe they found what they were looking for and as they attempted to leave, the tunnel collapsed in front of them, covering them with rock dust and barring their exit. Maybe they gave up and figured leaving was better than staying. Guess they're kinda stuck now.

And in the dark, the Manticore strikes!

Go!:
The collapse! Rocks fall on the PCs and each character must save vs. petrify or suffer 2d6 damage until shelter is found further into the cavern. Reaching that safety will require an ability check vs. Dexterity. The falling rocks block them in.

The Manticore lives in a maze of tunnels and caverns, with the only exit out through it's territory, the PCs have no choice but to battle it. However, the task is further complicated by a spell that confuses mapping (it was a minotaur's magical cave before the manticore showed up and the spell has no effect on the manticore) and a combination of traps set around, most being pit traps and deadfalls.

The Manticore is patient and will not come into open battle with the PCs, preferring to drive them towards his traps or attacking from above (in some of the spacious caverns) or ambushing stragglers. It will withdrawn after a few rounds of combat and try again later, working to wear them down and kill one or two at a time. Since the caves are so extensive, and the spell confusing the PCs is so prevalent, it will wait and follow them, watching for light and listening for their sounds, and then strike!

Notable NPCs:
Manticore; No. Encountered: 1; Alignment: Chaotic; Armor Class: 4; Hit Dice: 6D8+1, Hit Points: 38; Attacks: Claw/Claw/Bite (1d4/1d4/2d4) or Spikes (1d6); Save: F6; morale: 9; Special abilities: flight; 24 spikes with up to 6 spikes thrown at a time).

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