Iron Dm – Round 2
Arwin vs Quickbeam
Brontosaurus
Magical Mud
Flying Carpet
Skeletons
Frozen Waterfall
Foppish Foreigner
Kelkat’s Carpet
For a Party of 4 8th level adventurers
Set Up
Kelkat’s Carpet is designed as a short side-trek, to be dropped into a forest or jungle as the party is traveling through. DM’s wishing to expand it to a full fledged adventure should be able to do so with little trouble – simply have the party meat Kalitar before he sets off to the forest, then generate some encounters that lead up to the finding of Kelkat’s Tomb.
The Lost Traveller: The encounter starts when the PC’s hear something large moving through the forest undergrowth. A successful listen check (DC 15) is needed to determine animal like grunts and an unfamiliar human tongue being spoken over the sound of snapping trees, and a successful Wilderness Lore check (DC 20) is needed to know that creatures of a size equivalent to the one that’s approaching aren’t known to be native to this forest.
If the party does nothing, it will take five minutes before the source of the noise reaches them. Depending on the PC’s actions, they may choose to track the source of the noise, try to ambush it, or even run from it, but it is nearly impossible not to notice the noise source eventually. A huge
brontosaurus is crashing through the undergrowth. The bronto bears a small, ornate howdah on it’s back, and both beast and howdah show signs of recent battle.
Inside the howdah is Kalitar Ometiron, a
foppish foreigner from the distant land of Gaunt. Kalitar is tall, dark haired and lean, wearing a long purple-robe over his armor, a scimitar at his waist, and a permanently eager smile. Given a chance, Katilar will explain his origins and tell the PC’s he’s trudging through the forest in search of his ancestor Kelkat’s resting place. For years it has been a mystery to his family, but only a year ago he found an ancient diary belonging to his great grandfather that detailed Kelkat’s last journey through the forest. Katilar dutifully gathered together a small company of mercenaries to help him find the tomb but, er, they were all wiped out by a recent orc attack that only Katilar and his loyal Bronto mount Osmodio survived. He’s now lost, but offers the PC’s a small fortune in gold and jewelry if they’ll help him find his way once more and recover the treasure in Kelkat’s tomb.
Notes
Katilar: Katilar is exactly what he appears, an inept, foppish nobleman with more money than sense and a grand dream. He’ll flirt outrageously with female PC’s, throw his weight around constantly and complain about the conditions of the forest from time to time. He’s almost a caricature of a foppish noble, and suspiciously so. Once things start getting suspicious later, Katilar will probably seem suspicious in his obviousness. Feel free to throw in small encounters that encourage this.
Osmodio: Osmodio is Katilar’s faithful steed, a creature that has served the Ometiron family for generations. Unfortunately, the real osmodio is long dead. The current creature is actually a polymorphed pit-fiend seeking to use Katilar and his hirelings to free a comrade trapped in Kelkat’s tomb. Osmodio does his best to hide his presence as much as possible, subtly manipulating the course of events through the Diary that Katilar carries.
The Diary: The diary is actually a fake, put together by the pit-fiend who has taken Osmodio’s form. Any PC reading the book will immediately find it full of local landmarks, and will find it strangely more detailed the closer they get to the waterfall. Such changes to detail are never obvious, instead relying on subtle additions to illustrations or one or two extra words in a line to achieve their goal. The net effect is akin to suddenly finding something that was missed on the initial reading, although the repetitive nature of such discoveries may become quickly suspicious.
The Frozen Waterfall: Following the instructions in the Diary, the party finds themselves at a small clearing at the base of a short cliff. A waterfall spilling over the edge of the cliff has been frozen in place, creating a giant wall of ice. The river instead flows around the frozen waterfall, creating a wide, muddy pool at the base of the cliff where the changed water flow has eroded the riverbanks.
The
frozen waterfall is the result of a strong spell, cast by Kelkat’s chaplain after his lord perished in the journey. The Chaplain knew of the danger bound in some of Kelkat’s treasure, and chose to create a magical barrier to prevent anyone from accessing his lord’s tomb and setting it free. The frozen waterfall blocks all access to the caves behind it that make up the tomb.
Mudmen (EL 6): The mud-pools around the waterfall have slowly seeped some of the enchantment from the waterfall. This
magical mudhas resulted in the creation of a small horde of mudmen [
http://www.enworld.org/cc/converted/elemental/mudman.htm]. These creatures will swarm to attack anyone who approaches the mud pool or the waterfall.
The mud also grants anyone smothered in it fire resistance 5 for 1d4 hours. This too is the result of the enchantment seeping off the waterfall.
The Tomb: Getting into the tomb requires breaking through the frozen waterfall. The waterfall, and much of the tomb, is under the effect of a Hallow spell that prevents outsiders from entering. Although Katilar will attempt to use Osmodio to break through, this fails. The task then falls to the PC’s. The easiest way to break through the ice is to use fire magic. If this isn’t an option, it will require work with a pick.
The frozen waterfall is some three feet thick, and impossible to see through. It may take PC’s digging their way through several attempts to find an entrance to the tomb. There are a number of
skeletons frozen within the waterfall that will be released by the PC’s attempts to break through the ice. Originally these were a band of bandits seeking to plunder the tomb, caught in the spell the Chaplain used to freeze the waterfall. Roughly a dozen medium skeletons and three ogre-sized skeletons can be found within.
The interior of the tomb is guarded by a few traps, and contains the wealth Kelkat had gathered in his travels. Among the treasure is a
flying carpet hidden behind the deepest pit-trap in the tomb. This carpet is mentioned prominantly in the diary, along with commands for it's various uses.
Kelkat and his chaplain once used the carpet to bind a devil, a pit-fiend ally of the Gelugon that has taken Osmodio’s form. The carpet is treated as a possessed object (as per the book of Vile Darkness) except that the Pit Fiend cannot release itself from the carpet. The command word needed must be spoken by another to free the pit fiend. Despite this, the fiend can talk to anyone holding the carpet, and will attempt to charm anyone who holds it for a long period of time. PC’s who discover something within the carpet may decide they’ve been had, blaming Katilar for luring them into a mission to free an ancient evil, but the Foreigner remains confused and disturbed by the revelation.
Returning to the surface: When the PC’s and Katilar emerge from the tomb, they will find themselves confronted by animated versions of the skeletons they dug free from the waterfall (animated by the gelugon).
The Gelugon will try to remain in Osmodio’s form as long as possible, using spell-like abilities to try and recover the carpet from whichever character is carrying it. If they don’t bring the carpet out, it will use its charm monster power to force someone to go in and get it. If they do bring the carpet out and try to use it, they discover the command word for up listed in the diary is actually the phrase needed to free the pit fiend.
Ultimately, however, the gelugon doesn’t believe the skeletons will be anything more than a distraction and realises that no-one but Katilar is quite foolish enough to try and use a magic item without magically testing it. As a last resort, the gelugon will return to his own form and attack the carpet-bearer once they are far enough away from the crypt to ensure that a quick retreat cannot carry the PC beyond his reach.