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The fifth and final installment of the High Bridge Road adventures for my Ashford Valley Labyrinth Lord Chat game is presented below.
After defeating the Bugbears in the last issue, the PCs find the old Bugbear lair and the new undead that inhabit it!
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: