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Issue IX

The fifth and final installment of the High Bridge Road adventures for my Ashford Valley Labyrinth Lord Chat game is presented below.

Looking for trouble

After defeating the Bugbears in the last issue, the PCs find the old Bugbear lair and the new undead that inhabit it!

The tale of one sad bugbear


Assuming at least one Bugbear survives, hell tell them all about their old lair. How nice it was and how filled with treasure. That was before the undead came and took it from them. Hell use his knowledge of the place to parley a way to freedom, if he can. This Bugbear could be Crash, his younger brother Smash, a cousin Trash or an unrelated bear named Ted. Bugbear; No. Encountered: 1; Alignment: Chaotic; Armor Class: 5; Hit Dice: 3d8+1, Hit Points: see issue #8; Attacks: longsword (1d8+1), longbow (1d8+1); Save: F3; Morale: 9; 50% chance to surprise enemies. If none of them are captured, then the elves could show the PCs where the lair is or they might find it themselves. Either way, lawful characters would have a hard time turning their backs on a possible undead menace to the Ashford Valley.

the bugbears former residence


The Bugbears lived in a sandy cave several days walk from the elves tree cave. It had been the family cave for this group of Bugbears for a long time. A lone Bugbear named Bash still lives nearby, not aware that others of his clan had escaped the undead assault. The PCs may encounter him near the lair. Bugbear; No. Encountered: 1; Alignment: Chaotic; Armor Class: 5; Hit Dice: 3d8+1, Hit Points: 14; Attacks: longsword (1d8+1), longbow (1d8+1); Save: F3; Morale: 9; 50% chance to surprise enemies; Afraid of undead. Location A: The entryway. The cave entrance is tall and dark. The sounds of bones or sticks knocking together can be heard over the wind. As soon as the PCs approach the cave, the noise becomes apparentundead skeletons advance on them! Skeletons; No. Encountered: 1d4+2; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8, Hit Points: 8, 7, 6, 5, 4, 3; Attacks: short sword (1d6) or spear (1d6); Save: F1; Morale: 12. Location B: The inner hall. This short hall contains quite a bit of junk, including some dead Bugbears (1d4) that the necromancer hasnt gotten around to animating yet. Searching the bodies results in 1d6 gold coins each, a Bugbearmade longsword (very good manufacture) and some odds and ends (GMs choice).

undead a go-go!
Location C: The main hall. Originally, the Clans main living quarters but now a staging ground for the undead forces in the lair. There are usually between 6 and 8 undead here, half skeletons and half zombies. Skeletons; No. Encountered: 1d2+2; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8, Hit Points: 6, 5, 4, 3; Attacks: short sword (1d6) or spear (1d6); Save: F1; Morale: 12. Zombies; No. Encountered: 1d2+2; Alignment: Chaotic; Armor Class: 8; Hit Dice: 2d8, Hit Points: 9, 8, 7, 5; Attacks: fists (1d8); Save: F1, Morale: 12; Slow: attacks last each round.

Issue: IX

Location D: The fingers. Short mining passages that each contain either one zombie or one skeleton working away for ore. See Location C for stats. Location E: Bugbears treasure vault. Undisturbed (and unfound) since the undead invasion, a 10 foot deep pit trap protects the treasure (GMs choice). Location F: Armory. Here the Bugbears kept their weapons and equipment. There are 3 each skeletons and zombies here. See Location C for stats. Location G: The necromancers room. Formerly the Chief Bugbears room (his hide is now nailed to the wall), the necromancer moved in here. Currently, the necromancer is not in the lair but an illusion of him standing by a crude desk should give the PCs a fright. Searching the desk finds a letter in the same handwriting as Bartlebys (issue #6) that says prepare your troops for <torn section>.

campaign notes:

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