Wulf Ratbane
Adventurer
Tough game! I hope I have formatted this ok for the competition. I can't believe how long it took! I spent more time on this than I do on my regular game! (Don't tell my players...)
Amnesia (Lotus Flower)
Island Fortress
Evil Monks
Eggs (Harpy Eggs)
Hangman Tree
Cursed Spear, Back-biter
*****
Setting
Within the core world of Greyhawk, the DM should set the meat of this adventure (the island fortress) in the territory of the Scarlet Brotherhood. Suitable islands can be found in the heart of their territory on the Tilvanot Peninsula; in the Olman Islands; or in their holdings amongst the Sea Princes (to the west) or the Lordship of the Isles (to the east). Possibly the best solution is to place it on a very small island off the coast of Onwal, near their bastion at Scant. This solution allows you to place a small island-- too small to be mapped, but just large enough for a fortress-- right in the heart of Greyhawk, within easy travelling distance.
The adventure is suitable for 6th-8th level characters.
Background
For more years than she can remember, the wizard Fara has been slave to the whims of the Scarlet Brotherhood. They contact her rarely, but each time their demand is the same: some cursed item, to be presented as a gift by unknowing pawns to an enemy of the Brotherhood. To her eternal shame, the Brotherhood holds no particular sway over Fara; her motivation is simple: money. With 'generous' funding from the Brotherhood, Fara was able to retire from a troublesome life of adventure and settle down to scholarly research.
For her own peace of mind, and the protection of her benefactors, Fara made it a regular practice to drink potions of forgetfulness after each contact. For years this has been her escape from guilt and the source of "plausible deniability" should she ever be found out. Even by wizards' standards, Fara is more forgetful than most, and after countless years of near-addiction to the potions, she remembers almost nothing "short term" if it is not written down.
Fara now finds herself in a curious predicament. Her latest note to herself is a list of ingredients (lotus flower, harpy eggs) but she has forgotten what they are for. She believes (and the PCs may come to agree) that they are ingredients for a cure to her current state of forgetfulness.
Fara hires the party to undertake the usual "ingredient gathering" mission. Fara is wizened and wrinkled, warm and gregarious-- though more than a bit muddled. She'll make sure to get the PCs names and descriptions to make a note for herself, apologizing in advance if she does not remember them later. She will then give the PCs her list of ingredients, which includes a hastily scribbled addendum in red ink: Find both on the island fortress... PAID In addition she'll give them her personal signet ring, which she assures them will give them safe passage on the fortress, as well as with any of the local "privateer" captains who may be contracted for the journey.
The Ocean Voyage
Unless the PCs are strapped for time and have access to some kind of teleportation, they will have to suffer an ocean voyage. Whether the PCs hire a privateer or more respectable transport, the risks are essentially the same: run afoul of "civilized" folks, or risk the attention of other privateers-- or, worse yet, the Brotherhood navy. In any case the Brotherhood only allows privateers to dock safely in their harbors, so the PCs will have sneak in if they are not flying the proper colors. The DM can use this opportunity to throw a short (EL5-6) encounter at the party.
The Harpy Eggs (EL8)
As the PCs approach the island fortress they will have to contend with the first of its defenses-- a murder of harpies who have taken up residence on the high cliffs. The four harpies nesting here will begin by trying to lure PCs off their ships at the limit of their 300' range-- especially unfortunate for the fighters in heavy armor. This encounter could be particularly deadly under those circumstances, so the DM is encouraged to have any ship's crew prepared to help out, from restraining PCs to firing crossbows at the harpies.
Each harpy has a clutch of 2-3 eggs, more than enough for Fara's purposes.
The Lotus Fields (EL ~9)
Half-Orc Overseer (Bbn1/Ftr2 x8)
Once the players have safely landed on the island, they can approach the small fort. The outlying lands of the fort are covered in lotus fields and worked by dazed peasants, many of whom sit glassy-eyed in ramshackle huts. The work is overseen by half-orc warriors. The overseers will not take kindly to PCs gathering up armfuls of lotus flower from their fields. If the overseers are shown the signet ring, they will advise the party to move on to the fort-- they are apparently expected.
The Monastery(EL11)
Li Pao, the Sleeping Dragon, Servant of the Celestial Emperor (LE human Mnk 8)
Bodyguard (Mnk4, Bbn4, Ftr4, any CR4 humanoids-- x9)
The fort is simple, with 20' high stone walls. An portcullis guards the only entryway. A single central tower (30' high) looks out over the walls with a view of the ocean. Beneath the tower are clustered several spartan buildings-- monastery-style.
If the PCs are polite and non-aggressive here, they will easily get out without a scratch on them. Master Li Pao will show them the greatest hospitality: food, drink, and a night's rest. Under his roof, he will assure them, they are safe, and will take offense if his honor is questioned. He will bring out several small clay pots, sealed with black lotus extract, and a straw-filled crate containing a pair of harpy's eggs. Li Pao will ask them to deliver them to Fara with his regards. He does not appear to expect any money to change hands. After dinner he will ask them to accompany him to his private garden, where they can pick up the last remaining item.
Li Pao's garden is dark, quiet, and serene: arranged in the traditional contemplative style, save for the crooked tree growing in the center. The tree has beautiful white and red blossoms, but its gnarled limbs give it an eerie appearance. The peasant swinging from a noose on the lower branch does not help matters any.
Li Pao will gesture to a gardener who will scurry over to cut down the branch. "The branch of a hangman's tree," he will explain, then, laughing, "though I regret that Kwok died willingly, as I ordered. Mistress Fara will have to procure the blood of a traitor by some other means. Oh, I am curious what she's cooking up this time!"
Unless the PCs have reached the boiling point by now, Li Pao will retire and they can spend the evening peacefully.
Returning to Fara
Fara (N human Wiz10)
The return to the aged wizard can go many different ways. Fara honestly does not remember what all the ingredients are for. The players may take pity on her, or they may decide to kill her for her part in what is apparently some brewing evil.
Unfortunately, Fara has a pile of recently delivered mail waiting for her, including a letter written in her own hand and sealed with her own signet ring. The letter will say simply: "Harpy eggs and lotus extract-- forgetfullness potion. Hangman's tree and traitor's blood for cursed back-biter spear. Deliver spear to King of Kruski. Drink potion!" If the players discover this letter, things will get worse for Fara.
If the players show her mercy, Fara will express genuine regret, explaining truthfully that she has no memory of her hand in the Brotherhood's machinations. This is a complicated question of guilt and innocence!
If the players attack her, she will defend herself grudgingly. Many of her daily spell slots will be taken up by item creation and identification spells, so she cannot put up much of a fight.
Curveball #1: If the players kill Fara, make certain they discover her first letter (tucking it in her spellbook is a likely solution). One or two days later, throw them a curveball: A messenger will track them down, asking them if they have seen Fara, and if they would mind delivering a letter to her. This second letter says: "A hangman's tree from the bastard's own garden and your own blood! Deliver the spear to Li Pao with a ribbon on it!" and in large red letters: "DON'T FORGET: DRINK POTION!"
Curveball #2: The peasants, the overseers, even Li Pao himself, will actually seem to recognize the PCs and welcome them back! This can be as convincing and worrisome as you see fit. You may allow the PCs to simply write off the experience as the ramblings of lotus-addled peasants-- or you can really play it up to give them the eerie feeling that they have forgotten some major events in their own lives. If you choose the latter, be ready to provide answers and further adventures!
Amnesia (Lotus Flower)
Island Fortress
Evil Monks
Eggs (Harpy Eggs)
Hangman Tree
Cursed Spear, Back-biter
*****
Setting
Within the core world of Greyhawk, the DM should set the meat of this adventure (the island fortress) in the territory of the Scarlet Brotherhood. Suitable islands can be found in the heart of their territory on the Tilvanot Peninsula; in the Olman Islands; or in their holdings amongst the Sea Princes (to the west) or the Lordship of the Isles (to the east). Possibly the best solution is to place it on a very small island off the coast of Onwal, near their bastion at Scant. This solution allows you to place a small island-- too small to be mapped, but just large enough for a fortress-- right in the heart of Greyhawk, within easy travelling distance.
The adventure is suitable for 6th-8th level characters.
Background
For more years than she can remember, the wizard Fara has been slave to the whims of the Scarlet Brotherhood. They contact her rarely, but each time their demand is the same: some cursed item, to be presented as a gift by unknowing pawns to an enemy of the Brotherhood. To her eternal shame, the Brotherhood holds no particular sway over Fara; her motivation is simple: money. With 'generous' funding from the Brotherhood, Fara was able to retire from a troublesome life of adventure and settle down to scholarly research.
For her own peace of mind, and the protection of her benefactors, Fara made it a regular practice to drink potions of forgetfulness after each contact. For years this has been her escape from guilt and the source of "plausible deniability" should she ever be found out. Even by wizards' standards, Fara is more forgetful than most, and after countless years of near-addiction to the potions, she remembers almost nothing "short term" if it is not written down.
Fara now finds herself in a curious predicament. Her latest note to herself is a list of ingredients (lotus flower, harpy eggs) but she has forgotten what they are for. She believes (and the PCs may come to agree) that they are ingredients for a cure to her current state of forgetfulness.
Fara hires the party to undertake the usual "ingredient gathering" mission. Fara is wizened and wrinkled, warm and gregarious-- though more than a bit muddled. She'll make sure to get the PCs names and descriptions to make a note for herself, apologizing in advance if she does not remember them later. She will then give the PCs her list of ingredients, which includes a hastily scribbled addendum in red ink: Find both on the island fortress... PAID In addition she'll give them her personal signet ring, which she assures them will give them safe passage on the fortress, as well as with any of the local "privateer" captains who may be contracted for the journey.
The Ocean Voyage
Unless the PCs are strapped for time and have access to some kind of teleportation, they will have to suffer an ocean voyage. Whether the PCs hire a privateer or more respectable transport, the risks are essentially the same: run afoul of "civilized" folks, or risk the attention of other privateers-- or, worse yet, the Brotherhood navy. In any case the Brotherhood only allows privateers to dock safely in their harbors, so the PCs will have sneak in if they are not flying the proper colors. The DM can use this opportunity to throw a short (EL5-6) encounter at the party.
The Harpy Eggs (EL8)
As the PCs approach the island fortress they will have to contend with the first of its defenses-- a murder of harpies who have taken up residence on the high cliffs. The four harpies nesting here will begin by trying to lure PCs off their ships at the limit of their 300' range-- especially unfortunate for the fighters in heavy armor. This encounter could be particularly deadly under those circumstances, so the DM is encouraged to have any ship's crew prepared to help out, from restraining PCs to firing crossbows at the harpies.
Each harpy has a clutch of 2-3 eggs, more than enough for Fara's purposes.
The Lotus Fields (EL ~9)
Half-Orc Overseer (Bbn1/Ftr2 x8)
Once the players have safely landed on the island, they can approach the small fort. The outlying lands of the fort are covered in lotus fields and worked by dazed peasants, many of whom sit glassy-eyed in ramshackle huts. The work is overseen by half-orc warriors. The overseers will not take kindly to PCs gathering up armfuls of lotus flower from their fields. If the overseers are shown the signet ring, they will advise the party to move on to the fort-- they are apparently expected.
The Monastery(EL11)
Li Pao, the Sleeping Dragon, Servant of the Celestial Emperor (LE human Mnk 8)
Bodyguard (Mnk4, Bbn4, Ftr4, any CR4 humanoids-- x9)
The fort is simple, with 20' high stone walls. An portcullis guards the only entryway. A single central tower (30' high) looks out over the walls with a view of the ocean. Beneath the tower are clustered several spartan buildings-- monastery-style.
If the PCs are polite and non-aggressive here, they will easily get out without a scratch on them. Master Li Pao will show them the greatest hospitality: food, drink, and a night's rest. Under his roof, he will assure them, they are safe, and will take offense if his honor is questioned. He will bring out several small clay pots, sealed with black lotus extract, and a straw-filled crate containing a pair of harpy's eggs. Li Pao will ask them to deliver them to Fara with his regards. He does not appear to expect any money to change hands. After dinner he will ask them to accompany him to his private garden, where they can pick up the last remaining item.
Li Pao's garden is dark, quiet, and serene: arranged in the traditional contemplative style, save for the crooked tree growing in the center. The tree has beautiful white and red blossoms, but its gnarled limbs give it an eerie appearance. The peasant swinging from a noose on the lower branch does not help matters any.
Li Pao will gesture to a gardener who will scurry over to cut down the branch. "The branch of a hangman's tree," he will explain, then, laughing, "though I regret that Kwok died willingly, as I ordered. Mistress Fara will have to procure the blood of a traitor by some other means. Oh, I am curious what she's cooking up this time!"
Unless the PCs have reached the boiling point by now, Li Pao will retire and they can spend the evening peacefully.
Returning to Fara
Fara (N human Wiz10)
The return to the aged wizard can go many different ways. Fara honestly does not remember what all the ingredients are for. The players may take pity on her, or they may decide to kill her for her part in what is apparently some brewing evil.
Unfortunately, Fara has a pile of recently delivered mail waiting for her, including a letter written in her own hand and sealed with her own signet ring. The letter will say simply: "Harpy eggs and lotus extract-- forgetfullness potion. Hangman's tree and traitor's blood for cursed back-biter spear. Deliver spear to King of Kruski. Drink potion!" If the players discover this letter, things will get worse for Fara.
If the players show her mercy, Fara will express genuine regret, explaining truthfully that she has no memory of her hand in the Brotherhood's machinations. This is a complicated question of guilt and innocence!
If the players attack her, she will defend herself grudgingly. Many of her daily spell slots will be taken up by item creation and identification spells, so she cannot put up much of a fight.
Curveball #1: If the players kill Fara, make certain they discover her first letter (tucking it in her spellbook is a likely solution). One or two days later, throw them a curveball: A messenger will track them down, asking them if they have seen Fara, and if they would mind delivering a letter to her. This second letter says: "A hangman's tree from the bastard's own garden and your own blood! Deliver the spear to Li Pao with a ribbon on it!" and in large red letters: "DON'T FORGET: DRINK POTION!"
Curveball #2: The peasants, the overseers, even Li Pao himself, will actually seem to recognize the PCs and welcome them back! This can be as convincing and worrisome as you see fit. You may allow the PCs to simply write off the experience as the ramblings of lotus-addled peasants-- or you can really play it up to give them the eerie feeling that they have forgotten some major events in their own lives. If you choose the latter, be ready to provide answers and further adventures!