Headed Up and West

Sep 29, 2011
Mark
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Tomorrow I’m headed up the University of Denver’s Alpine Research Facility once again. Although I’ve held gaming weekends there on several occasions, this time its just a getaway from the madness of daily life. My goal is merely peace and quiet. Late Saturday, the niece and nephew are going to arrive a wilderness adventure along with Mom and Dad.

I should have 30+ hours to absorb the silence that is the field station. Should I feel motivated, I have a number of projects to begin. I’ve been plotting a retooling of several of my utilities into a more unified experience. That will require a significant plan on merging disparate databases and controlling work flow. Not difficult but I need the time to ponder the architecture.

I also want to expand my adventure short, The Banshee of Beacon Hill, into a full fledged adventure to run with a new group of gamers I’ve only played with once before. It only needs to be a one-off session but there are several holes I need to fill. A cup of coffee on the deck in the mountain air should percolate a few new ideas.

I’m also going to get my butt out into the woods. I need to collect some pine resin/sap for a leather working project. My memories of pine sap are that is a pain in the butt to remove from skin but it also makes a great sealant. Buying it is like forking over gold doubloons. Collecting will be the easy part. I’m not as confident about the purification process.

Depending on the volume of the collection, I have another idea in the back of my mind. My inner child says to apply fire. I may get to it, may not. If I don’t it will be an excuse to get out of the house again.


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Caution – Danger Ahead: A Labyrinth Lord Short Adventure

Sep 29, 2011
Mark
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Get Ready

As the party works through a labyrinth they spy an unmoving elf standing a few feet outside of a closed door. The elf does not even twitch nor will he again.

Get Set

The elf has been turned to stone. His pose indicates he was just about to enter the doorway. One arm extends forward and the opposite leg hints at being raised. The eyes are wide open as if astonished by what he saw. Around his waist, chip marks are evident as if something was removed from his body. In addition to the petrified elf, a single word has been chiselled into the wall in the dwarven tongue – ‘Danger’.

A sharp odour of acid wafts in the air within a few feet of the close door. The odour is not overwhelming. Easily detectable, it is more dominant within a foot of the doorway. Anyone moving in front of the statue near the door will get a whiff.

The door is bound iron. Rust lines all the outer edges and fades gradually toward the center. The rust has cut deeply into edges of the door and the hinges. The middle of doorway is covered by light surface rust.

Go!

Should the party decide to ignore the warnings, the door is stuck closed due to the rust. Opening it will require a strength of 15 or more to pry it open a few inches after which multiple characters can combine their strength to open it completely. The hinges of the door will squeak loudly as it initially opened alerting the occupants. The sharp acidic odor expands as the door is opened.

Four basilisks lie in wait staring at the door as it is opened (if they are alerted by the squeals of the hinges). They rest atop a platform 3 feet above the entry floor. In addition to the basilisks, yellow mold colonies have covered the walls on both sides of the door. A newer colony has begun to spread to the right of the door along the floor. The yellow mold cannot directly attack but is generally fed by startled adventurers turning to run and hitting the walls as they attempt to exit.

Notable NPCs

Basilisk (4) [AL N, MV 60’ (20’), AC 4, HD 6+1, #AT 2 (bite, gaze), DM 1d10/petrify), THAC0: 13, SV F6, ML 9, XP 570, LL 63, HC XVII] Total XP: 2280. HP: 28, 33, 22, 34.

Treasure: GP: 4000, Gems : 20 – Total Value: 4345 gp., Magic: Feather Token, Scroll: Treasure Map (Value 2 magic items), Armor –1 (cursed), , Potion of Plant Control, Scroll: Ward against Undead

Yellow Mold (3) [AL N, MV 0, AC NA, HD 2, #AT Spores, DM 1d6 + special, THAC0: 18, SV F2, ML NA, XP 38, LL 103, HC None] Total XP: 114. HP: 6, 5, 11.



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