A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

27 September 2011

[OSR Challenge] Be Our Guest ... Feed Our Chest

Be Our Guest...Feed Our Chest: A Get Ready, Get Set, Go! 3.5 Edition adventure set in a Dwarven Stronghold, but easily dropped into any stronghold or similar structure.

Get Ready:
  • An enemy Hold Lord invites the adventurers to parley under a flag of truce. The adventurers are invited to stay overnight, not knowing that they are intended to be the meal of honor.

Get Set:
  • Arim Azarr, Hold Lord of Tower Rock, has tried numerous times in the past year to wrest control of the nearby village. He has seen his various schemes thwarted by the adventurers. Tired of their meddling, he sends them a message inviting them under a flag of truth to parley at Tower Rock. The discussions and negotiations go far into the night and the adventurers are shown to individual rooms within the near-abandoned tower. Negotiations will resume in the morning. The adventurers are given tubs and hot water as well as a dinner of fine--but heavy--food.

  • Arim Azarr is actually a half-dragon dwarf and of Chaotic Evil alignment. He has no moral code and is determined to see the adventurers destroyed to keep them out of his business. He is willing to do the deeds himself, but would rather take less direct measures to avoid more scrutiny from the village.

    To that end, the storage chests in each adventurer’s guest room are actually mimics. Arim provides them with hot water for bathing, lots of ale, and a heavy meal: all in hopes of making the adventurers as sleepy and out of sorts as possible to make them as susceptible as he can to the mimics’ attacks. The individual doors are heavy wooden doors, bound with iron bands, and locked from the outside (DC 40). Should the mimics fail, Arim will be prepared to attack the individual adventurers on his own to finish the job.

Notable NPCs:
  • Arim Azarr: Dwarf Half-Dragon (Red) Fighter 12; Chaotic Evil; Init +4; AC 23 (Scale mail, Shield, Heavy wooden); 102 hp; Saves: Fort +11; Ref +8, Will +4; Speed 20 Fly 40; Attack Claw +20 (1d4+8) or Shortbow +19 (1d6+3 / x3); Full Attack 2 Claw +20 (1d4+8) and Bite +13 (1d6:3) or Shortbow +17/17/12/7 (1d6+3 / x3) range 105; Base Attack/Grapple: 12/8; Abilities: Str 22, Dex 18, Con 17, Int 14, Wis 11, Chr 9; CR 14

Notable Creatures:
  • Mimics: See 3.5 Monster Manual, p. 186.

This is the fourteenth of 26 adventures that I will be sharing over the month of September. They are designed for use with edition 3.5 of the world’s most popular fantasy RPG, although they can be easily dropped into any fantasy setting (or modern/sci-fi setting with a little work). These posts are a part of Asshat Paladin’s OSR Short Adventure Challenge , and utilize his Get Ready, Get Set, Go! Format.

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