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Holiday Iron DM!!!! {Final Judgment Posted!}


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KDLadage

Explorer
Quickbeam said:
nemmerle:
It's 7:58 p.m. EST by my clock, and I've got the list. Thanks much for posting the ingredients...and I'll try real hard to get King of Pain and Englishman in New York out of my head now ;).
OK... this accounts for the Skeleton and the Frozen Waterfall (King of Pain) and the Foppish Foreigner (Englishman in New York) ... but you missed Walking in your footsteps for the Brontosaurus...

:)
 


arwink

Clockwork Golem
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.
 

Quickbeam

Explorer
Round #2 Battle: Quickbeam vs. arwink

Blood Sanctuary -- An adventure for characters level 9-12

Ingredients:
Foppish Foreigner
Flying Carpet
Skeletons
Brontosaurus
Frozen Waterfall
Magical Mud


BACKGROUND:
The town of Shanalea rests in a valley at the base of the Hargin Hills, a chain of foothills that surround Mount Ferrwaln. Three hundred years ago, a minor earthquake caused a shift in the Hargin Hills, which could have wiped out Shanalea forever. A mountain stream from Ferrwaln feeds into Lake Dassir, which sits placid within the arms of the foothills. The earthquake caused the lake to begin flowing through the hills, and streaming down towards the town below.
As the water began to flood Shanalea, Heldis Sorak, a devout priest of Obad-Hai, uttered what he thought was his final prayer. Sorak praised his god and plead for the town’s salvation. He recounted how the town lived in harmony with nature, and how the local church had on many occasions taken in and cared for injured animals, which would not have survived the harsh winters on their own. Sorak pledged the town’s unending loyalty to Obad-Hai, and promised that the town would always seek balance with its natural surroundings. When he finished his prayer, Sorak stood riveted to the ground as he watched the water that rushed through the hills crystallize into a frozen waterfall.
Sorak called the awe-struck townsfolk together, and explained that it was the hand of Obad-Hai that spared them. He instructed the town that it needed to remember the day, and forever strive to maintain the favor of the nature god. The people of Shanalea agreed to construct a sanctuary and animal refuge in the Hargin Hills, overlooking the town.
Since its construction the Dassir Falls Sanctuary has been maintained as a tribute to Obad-Hai. The temple of Obad-Hai in Grendamere, a place of considerably more note than the simple Shanalea town church, appoints one cleric from its ranks to be the keeper of the sanctuary. Grendamere lies roughly fifteen miles north-east of Shanalea, as the crow flies, and has little contact with the town outside of maintaining the sanctuary.

PC HOOKS:
The party is approached by one Herdwick Cupp, a representative of the townsfolk of Shanalea. Cupp is a foppish foreigner, raised in the far south, which gives him a bizarre accent (to be played like the art gallery assistant from Beverly Hills Cop who offers Axel a little espresso, or perhaps Martin Short’s assistant in Father of the Bride - at the DM’s discretion of course). Cupp has very high ranks in Knowledge: Apparel, and will comment on how fabulous a particular PC is dressed, or how one of the PCs must be from a certain region based on the way he or she is dressed. Cupp has traveled to find the party, whose feats have been heard of in Shanalea, because the town needs help. The townsfolk have witnessed a few attacks on the Dassir Falls Sanctuary recently by an array of strange creatures and beasts, and believe that the current keeper of the sanctuary, Oseera Wilcott, needs protection. Even worse, some locals claim to have seen the Falls "sweating" or "crying" as though the powers which hold it at bay are weakening, and the ice thawing. He explains to the PCs that the town maintains a sacred pledge to maintain the sanctuary, and that the town would likely face destruction (by flood) if the sanctuary were destroyed. He explains that Oseera has been able to hold the sanctuary so far, but that there is nobody in town experienced in battle to aid her. Cupp will offer a reward to the PCs if they can find out who is behind the assaults on the sanctuary, and if they can protect Oseera and any animals she currently cares for.
* The PCs will be offered their choice of animals ranging from exemplary mounts; to superb animal companions; and even some creatures that might serve as wonderful and unique familiars, in return for their assistance. A Knowledge: Local or Geography check (DC 15) will permit the PCs to know that Shanalea’s relationship with nature has resulted in the breeding of wonderful animals.
* If the PC party has a druid, the druid will undoubtedly be motivated to assist in the protection of the animal sanctuary.
* If the PC party has a cleric or devotee of Obad-Hai or any other deity focused on nature, that person will have heard of the god’s feat in sparing the town, and will feel compelled to protect the sanctuary.
* Clearly, the party may simply feel motivated to help protect the town of Shanalea from probable destruction as a matter of heroic principle.

THE LOW DOWN:
Oseera Wilcott is the current keeper of the sanctuary. She is a human cleric who was an acolyte in the temple of Obad-Hai, but during her many years in the foothills, she strayed from her teachings. Oseera has renounced Obad-Hai, and has for many years been “reborn” as a devotee of Nerull. She is neutral evil in alignment, and uses undetectable alignment to prevent any skilled visitors to the sanctuary from having misgivings about her. Oseera has become a Blood Witch (as the prestige class), and has used the blood of the animals “in her care” to power her dark spells.
When the PCs meet Oseera, she will offer her sincerest gratitude for their protection. She will acknowledge recent attacks on the sanctuary, and point to numerous animal skeletons and carcasses strewn about the sanctuary grounds, as innocent victims of those attacks. In truth, these animal remains are the result of Oseera’s persistent bleeding of the creatures.
There is a small sanctuary building, in which Oseera resides. About 200 feet in front of this structure, the PCs will notice a brontosaurus feasting on lush vegetation. Oseera will draw the PCs’ attention to scars on the dinosaur’s legs, and explain that this rare and beautiful creature was brought to the sanctuary after barely surviving an attack in the wild, and she is overseeing the animal’s recovery from these injuries. The creature is relatively tame, and will not be aggressive towards the party. It is not in an enclosure, but instead is surrounded by a border of magical mud, which has been enchanted to promote the growth of incredibly lush vegetation within its boundaries. The mud is arranged in a rectangular pattern around the brontosaurus, and on each side of the rectangle a glyph of warding has been placed that will cast inflict moderate wounds on the creature if it touches the glyph. This has created a sort of invisible fence for the animal, and it has been conditioned not to leave its area. The truth, of course, is that Oseera sought this huge beast out specifically for its size and generally docile disposition, and is using the animal as a blood factory. The numerous scars on its legs are from incisions she has made, but only Heal or Wilderness Lore Check (DC 25) would reveal that the wounds are too symmetrical to have occurred in the wild.
There are other animals around the sanctuary, tethered here and there. Occasionally, Oseera will take an animal into Shanalea, and ask the townsfolk to care for it. She explains that there are too many for her to care for at the time. The townsfolk love to assist the sanctuary, and these visits keep them from suspecting that anything is wrong.
The sanctuary compound contains a few animal pens and avian coops, designed to be used as homes for animals on the mend…almost all of which are currently empty. There are several buildings including a medical hut, a quaint shrine to Obad-Hai, a horse stable, and the main sanctuary building itself, which is rather small. Oseera’s quarters are located within this main building, which also houses a guest/visitor greeting room, a personal prayer altar, a bed chamber, a modest kitchen, and a cellar. Being curious by nature (pun intended) PC’s will just have to explore the cellar at some point...especially after Oseera’s lies begin falling apart. Located therein are various books, bowls, daggers, and herbs. A flying carpet is spread on the floor at the far end of the cellar. At first glance, PCs will notice numerous moths and butterflies flying over the carpet. A spot check (DC 15) will result in the realization that some of the moths and butterflies are hovering completely motionless. The carpet has been in disuse, and has fallen prey to moths and butterflies, which have been dining upon its enchanted fibers. Many of the insects are dead, but are levitating over the carpet, suspended by the magic they ingested. A cloud of dust hovers over the carpet. The dust is the levitating remains of decayed moths and butterflies. Any PC standing on the carpet will inhale this dust, and must make a Fortitude Save (DC 18) or levitate (as the spell) for 1d4 minutes.
The flying carpet has been at the sanctuary for many years, and was intended to be used by the keeper to make pilgrimages to the temple in Grendamere. Oseera has not been making such journeys, and has left the carpet to rot in her cellar. Oseera’s failure to appear at the temple of Obad-Hai was the reason that the clerics there first became concerned about the sanctuary.

ENCOUNTERS:
Shortly after arriving at the sanctuary (within the first few hours) an assault is staged by roughly 6-8 Mephits. The Mephits are a combination of Earth, Air and Magma outsiders (DM’s discretion) and focus all of their collective efforts on Oseera. In fact, clever PC’s will notice that none of the Mephit attacks occur in such a way as to even remotely threaten any of the sanctuary animals. This is in direct opposition to Oseera’s lies about how the skeletons and carcasses came to be strewn about the area, and a major clue that their hostess is not who she appears to be. For her part Oseera will help defeat the Mephits, but only with low level spells and intentionally poor ranged/melee attacks. After the encounter, Oseera will tell the party that this was the most forceful attack directed at her and the sanctuary. She will attempt to blame some rogue group of elementalists or warped worshippers of nature, who wish to wield their druidic power purely for its destructive force.

Despite any suppositions the party may have about Oseera, her skill as an artful liar and magically hidden alignment, will keep her safe until the next day. The party may sleep in Shanalea at The Frozen Falls Lodge, or accept space offered by Oseera in the loft above the sanctuary’s small stable building. At dawn the next morning (either while the PC’s are waking up or making their way back to the sanctuary, depending on where they’ve spent the night) the clerics of Obad-Hai’s temple in Grendamere launch another assault on Oseera. This attack force includes two priests, an elven fighter and one Large Elemental for each of the four subtypes. As the party rushes to her defense, the priests will repeatedly beg them to stop defending Oseera – and hopefully at some point during the encounter they’ll listen!! If not, well, then they recognize their mistake too late and some serious acts of atonement will be in order!! However, if the group decides to listen – even briefly – one of the priests explains that Oseera has become very evil, and recounts the unspeakable acts (bleeding and slaughtering the animals) one of their emissaries witnessed almost a month ago. At this point, Oseera uses her dark powers to animate several of the larger animal skeletons lying about, and a fierce battle is certain to ensue.

CONCLUSIONS:
* The PC’s help the temple of Obad-Hai restore order at the Dassir Falls Sanctuary, and someone more fitting is appointed as its keeper. Disaster is averted, The party reaps their animal rewards is they so desire, and the town of Shanalea moves forward into the next age.
* The PC’s continue assisting Oseera, and likely defeat the contingency from Grendamere. Without a fitting keeper in place, the shrine to Obad-Hai continues to be defouled, and the deity unleashes his fury by releasing the frozen falls to cleanse Shanalea.
 

Quickbeam

Explorer
Note for my adventure:
As with last time, please feel free to substitute deities more suitable to your own (non-Greyhawk) campaign. Not trying to force a particular setting down ayone's throat...I just like being specific within the story itself :).

arwink:
I just read your entry, and it was great! A very vivid, believable tale, and I especially liked the diary. Good luck to you!!
 


el-remmen

Moderator Emeritus
Expect a judgment within the next 24 hours. . . .

And then the announcment of THE FINAL ROUND. . .

with bonus ingredients in the case of a tie-breaker and what are guaranteed to be ABSOLUTELY THE HARDEST REQUIRED INGREDIENTS TO USE TOGETHER IN THE HISTORY OF IRON DM!!!!!

not for the feint of heart. . .





;)
 
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Quickbeam

Explorer
nemmerle said:
Expect a judgment within the next 24 hours. . . .

And then the announcment of THE FINAL ROUND. . .

with bonus ingredients in the case of a tie-breaker and what are guaranteed to be ABSOLUTELY THE HARDEST REQUIRED INGREDIENTS TO USE TOGETHER IN THE HISTORY OF IRON DM!!!!!

not for the feint of heart. . .





;)

I hope to be "fortunate" enough to find myself in the position to those extremely difficult ingredients :D. And FWIW, I thought the brontosaurus was pretty darn tough...but I'm not accustomed to using dinosaurs in my campaigns!!

And thanks for the compliment Wicht. Both arwink and I know we'll be facing the tourney favorite if we advance.
 
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