Figments of Thought
Ingredients:
- Water table
- Gibbous moon
- A noble sacrifice
- Autumn
- Elite kobold knights
- Medallion of thoughts
This scenario is designed to be played with four low level characters, anywhere between levels 1 and level 3 should provide a good game, depending on the degree of challenge that the players and the DM prefer.
History:
A simple, seemingly innocent medallion passes through history in the hands of children. This bauble is small and most curious; its origin is unknown. It is also cursed; it feeds on the thoughts of people, but children especially. When in the possession of this medallion, the child will begin to have wildly fantastic dreams and daydreams, far more so than is characteristic to even the most imaginative child. Unfortunately, this is only a secondary power of the item. This medallion also has the ability to create reality out of thought. More specifically, it takes the thoughts (fantasies, usually) and creates real, physical representations of them somewhere in the local vicinity. Once created, these fantasies are completely uncontrolled, save for an inexplicable desire to possess the medallion. They are their own entities--and they may well be malevolent. This would be but a minor problem, if it was known, but the medallion has, thus far, never been connected with the presence of these "living fantasies." Part of the reason for this is that it has the unusual ability to avoid detection by any adult who is not specifically looking for it.
No records exist that indicate that an adult might ever have possessed the medallion; in all cases, the child in possession of the medallion has perished well before reaching maturity. Upon the death of the child, all of the manifested figments of imagination resulting are snuffed out of existence with the thought of the child and the medallion, once again, becomes lost to history, until it is found by another child.
Background:
Two days ago, one such boy has found the medallion while out "adventuring" in the fields near his village, a six-year old boy named Halel. His head was always full of fantastic stories of the "heroes of yore," but now his every waking--and sleeping--moment is consumed by fantasy. This wouldn't trouble the villagers so much, except that, currently, these fantasies, fairy-tales and bedtime threats seem to be coming to life.
These are not the village's only problems, of course. Because of a slight drought and subsequent poor harvest the year before, the villagers have found a druid who agreed to aid in calling forth rains during the planting and growing seasons. In exchange, he set forth this price:
When fat the moon,
but not yet full,
abundance soon
will call its due.
Rain-saved fields
drown through and through
when harvest gold
calls for its fool
When fields yield well,
your dead shall rise
in a lake not here,
yet welling from the grave.
By this, the druid meant to say that the extra rains that he has called forth will cause the water table to rise to such an extent that the graveyard in the lower valley is going to be covered up by a lake. He has no idea that the dead really would rise; he merely meant that they would float to the surface of the lake (which, strictly speaking, isn't even true, as they are buried). Clearly, the druid is no master wordsmith; his obfuscated jumble of imagery falls short of the wit and wisdom that his inflated ego insists exists. His confusing riddle only points out the natural consequences of bringing too much rain into the region.
The villagers, however, believe that he has caused the lake to form on the graveyard and caused the dead to come forth from it. The dead, as a matter of fact, have begun to crawl forth from the lake. In reality, these are the medallion’s undead, they are not the deceased ancestors of the villagers. Last night, in frustration with Halel's over-active imagination, his parents told him that the zombies from the graveyard would come eat him, if he did not go to bed--a common enough bed-time threat in the village. Halel dwelled on that prospect for a period of time that was far too long to be healthy; now, unfortunately, they actually
are coming to eat him.
Of course, these are not the only legends walking the land. In the short period that Halel has possessed the medallion, he has thought into existence both the Elite Kobold Knights of the Lizard King and the Valiant Prince Wurger and his Lady, Hals, for whom he sacrificed his life, as the fairy-tales tell, so that she might live happily ever after.
Hooks:
This adventure takes place in Autumn (day or night), while the (or, at least
a) moon waxes beyond the half-full state, that is, it is gibbous and waxing, nearly full. It is the eve of a night holy to the druids in the region and observed in wild revelry in the village; the first full moon of the harvesting season is a very important night. If the PCs are to encounter this village, they will need to be traveling in an area with rolling hills, for this is where the village rests. As the PCs descend into the valley, they will see a cluster of cozy houses just above a beautiful lake, both in the midst of lush vegetation. It is harvest time and the village clearly has a plentiful crop.
However the PCs happen upon the village, they should soon realize that a mystery (or, perhaps several mysteries) confounds the village.
Any time spent in conversation with the villagers will reveal that they are very nervous about something, however peaceful their surroundings may appear. Apparently, many of them believe that certain common legends have been coming to life. The PCs may even have heard of some of these legends. The two most prevalent ones follow:
Once, many a year ago, in a land not too distant, lived the great and powerful Lizard King. He was a brother to the dragons, similar to them, but bound to the land, for he had no wings. His kingdom was great, for it was wealthy and strong, but Lizard King was lonely. His life lacked love. One day, he gathered together his greatest warriors, his elite kobold knights--the cousins of the dragons--to search the land far and wide for a bride for the Lizard King. But no bride was to be found. In disgrace, the knights returned to the Lizard King and trembled at his feet. The Lizard King knew then that he must die alone. But the knights would not have it. They said to the king, “We will find a magician and he shall make you a bride.” And they went to find a magician. And, lo! The knights did find a magician, but the magician said that he could only make a bride for the Lizard King with the draconic blood of the knights. For days the knights deliberated, but finally, they decided that they should sacrifice themselves that their Lizard King might have a mate. Some say, however, that they have seen the elite kobold knights of the Lizard King of late.
Not so long ago, but still within the days of yore, Valiant Prince Wurger fell in love with the most beautiful maiden in the world, Lady Hals. It came to pass that Lady Hals was once kidnapped by Prince Wurger's wicked brother, who intended to force her to marry him. Prince Wurger knew that his brother was jealous of the Prince and desired the throne, which was Wurger's inheritance. He, therefore, went before his brother and begged him to free the Lady Hals. He made his brother sign an oath of blood that stated that Lady Hals could go free, safely and untroubled, if Prince Wurger stayed in her place to be dealt with as his brother wished. The brother agreed and became king, while Prince Wurger spent the rest of his life rotting in a dungeon cell. Rumor implies that both Prince Wurger and Lady Hals are at last reunited in this time and place.
Most of the villagers have yet to add the zombies from the graveyard to their list of walking fantasies, but a few of the villagers that have been down by the lake may tell the PCs that they've seen people climb out of it. Should the PCs go down to the lake, they will possibly encounter a group of 1-6 zombies either climbing out of the lake, or milling about on the edge. They will certainly fight if provoked, but do not even notice the PCs, or anyone else, for that matter, otherwise. They are being drawn toward the medallion that created them and are slowly, almost sporadically, making their way toward it.
If the PCs are not sufficiently swayed by any of these tales to stay within the village and snoop around, an encounter with Halel might well change their minds. The PCs should be able to immediately tell from conversation with the boy that his mind is overactive--his thoughts feverish. He speaks of the living legends almost as if he has gone out and seen them all; if the PCs later encounter these legends, they may chance to notice that the boy's attention to detail is uncanny, particularly since Halel has yet to encounter any of the legends, himself. They are coming, however, as the PCs may discover.
The trouble with thinking:
While in (and around) the village, the PCs may:
- ...investigate the newly risen lake. If they actually go to the lake, they will surely encounter some zombies on the way toward the town and still more crawling from the lake. These zombies do not attack them, or even seem to notice them, unless provoked, at which time, they will fight as they normally would. The PCs may assume that the presence of the zombies is linked with the rising of the lake, especially if they manage to hear an account of the druid's "prophesy." Even more misleading, the only accurate account of the "prophesy" will come from the village's mayor. The rest of the villagers will say things like, "That druid cursed us in return for the rains. He told us he’d make the dead rise from his lake and he did. If everybody would have listened to me, we never would gone to him with our problem in the first place." If the PCs, for some reason, actually swim to the bottom of the lake, they will see that a graveyard does, indeed, rest in the center of it.
- ...seek out the druid. It is possible for the PCs to find the druid who helped the village to prosper during the planting and growing seasons in the local countryside, though it would not be easy. Their best course of action would be to hire a tracker, although a druid in the party might be able to find the other druid with a successful wilderness lore check at DC 20. The druid, of course, knows nothing about the living legends, nor does he know about the undead. If the PCs can stand talking to the obnoxious man long enough, they may learn that the rain-summoning ceremonies were actually rituals requiring a full dozen druids. These other druids are not to be found locally, but will be back in the vicinity during the full moon.
- ...do a little investigating to discover the cause of the rumors of living fairy-tales. Their best source, as many will tell them, is to speak with the town historian, a withered old man who has memorized much of the local oral lore. In fact, while the recent events are shocking, the historian will inform the party that they have happened at least thrice before. In each case, the events culminated in the death of a single child by legends--even, in one case, a good legendary figure. The historian has no clue why this may be and he has absolutely no records that the medallion even exists.
- ...try to find the living fairy-tales. The zombies should be fairly easy to come across, should the PCs go looking for them, but the kobolds, Prince Wurger, and Lady Hals are all actively (and seperately, in the case of the kobolds) avoiding detection and would be exceedingly difficult to locate in the surrounding countryside. A successful track check at DC 25 might locate one of the two parties, but they will certainly not stay to converse with the PCs if they are found.
- ...speak with the children of the village. It will not take long for the PCs to learn that one of the children in town, Halel, has had an uncharacteristically over-active imagination lately. Many of the children--and not a few of their parents--believe that the child is cursed and wonder if his imagination might have something to do with the walking legends. Their tone is generally superstitious and generally incredulous.
- ...speak with Halel. If this is the first time that the PCs have encountered Halel, they will discover that he is, apparently, quite a bright kid with a hyperactive imagination. He is constantly chattering about various different legends and fairy-tales, but often comes back to the tales of the kobold knights and of Prince Wurger, two of his favorites.
Concluding thoughts:
At some point, the PCs may figure out that there is something about this boy that is, in fact, causing the fairy-tales to manifest themselves. If they think to ask Halel about any unusual things that have happened to him lately, Halel will not think to mention his discovery of the medallion, unless the PCs very specifically lead him in that direction. If they think to query him on any unusual items he may have found, he will readily remember the medallion, at which point, the PCs will be able to notice it hanging around his neck. This, of course, is only half the solution.
Somehow, in order to spare the boy's life (whether they know it or not), the PCs will have to convince the boy to part with the medallion. They don't have long to act, in two nights' time, the kobolds will raid the town, riding in on ponies, and generally smash up the town as they seek for the boy with the medallion. The kobolds are not being discrete, nor particularly discerning; any innocents that they come across during their raids are systematically tortured with typical kobold cunning and, ultimately, killed. There are five kobolds, each with 3 levels of Fighter. The village has no real guard to oppose them, but can call forth men in defense when necessary. It can, within 2d4 rounds of the start of the raid, produce a standing force of fifteen level 1 warriors and one level 3 warrior, all equipped with farming tools. If the Elite Kobold Knights find the boy (which should not take too long, as the village has less than two dozen homes), they will kill him, claiming that that is the only way to get rid of the advancing host of undead and future monstrosities from the mind of the child. They are fully aware that they will cease to exist when the boy is dead; they consider it a noble sacrifice (despite the fact that the undead are not actually being destructive...unlike the reptilian knights). They little know that the medallion is calling its creations to it.
Prince Wurger and Lady Hals (both level 3 rogues) will choose this time to descend upon the boy, preferring to do so before the kobolds arrive. They have been watching him for some time and know exactly where he is to be found. The two will attempt to steal the medallion, for they do not wish to be destroyed when the boy is killed (as they assume is inevitable) and believe that, if the medallion passes into their possession before he his killed, they will have control over it. If it becomes clear that the kobolds (or the zombies, steadily approaching) will kill the boy before they can retrieve the medallion, Prince Wurger and Lady Hals will engage the enemies. Before the arrival of the other foes, if no other tactic has worked, Prince Wurger will (quickly) tell Halel the following fairy-tale, while Lady Hals watches in stony silence:
"Once upon a time, there was a Valiant Prince, named Wurger, who was betrothed to the most beautiful Lady Hals. Regrettably, the Prince had an evil brother, who kidnapped the beautiful Lady Hals and wed her. In a righteous fury, Prince Wurger stormed his brother’s castle and caught the two in the throes of lovemaking. Prince Wurger’s brother was already running for the nearest exit as Wurger strode to the beautiful Lady Hals, wrapped his strong hands about her precious throat, and strangled the life out of her. Now, give me that medallion, or the same shall happen to you!"
The threat is, of course, an empty one, as killing the boy would certainly not advance their plans. If the PCs are present during this encounter, the boy will have just enough courage to refuse. The Prince and the Lady will have no compunctions about attacking the PCs. If the PCs are not present, the boy's decision will be delayed by the entrance of the kobolds, if they are still alive.
When the zombies finally show up, within half an hour of these events, they arrive in packs of 2d4. There are a total of thirty zombies that might show up. They have only one desire in their mindless heads; to destroy the bearer of the medallion.
If the boy is successful in surviving all of these assaults, as he will surely only be with the aid of the PCs, he will only think of more fantastic characters as time goes on. Eventually, he will perish, quite possibly, along with more of the villagers. If the boy does perish, all creations of the medallion will instantly cease to exist and the medallion will likely be lost until the next child comes across it (unless this happens in the presence of adults who are specifically aware of the medallion).
If the PCs realize this, they may attempt to:
- ...talk the boy into giving up the medallion. If they do this, the boy will surely protest, unless they can make a convincing argument that this is for the best. He very much likes his medallion and cannot understand how any of the living fairy-tales or bedtime stories are related to the medallion. If the PCs do somehow convince him to be rid of the medallion, any and all of these figments of thought will cease to exist, but the new possessor will find that his or her thoughts will also trigger the item and will be no less controllable.
- ...take the medallion by force. This may be a fairly simple task, but the results would be as described above, save for the additional enmity of the boy, the boy's parents, when they find out, and some members of the village.
- ...kill the boy, or convince him to kill himself. If the PCs believe that this is truly the best course of action for the village, they may attempt to see it through. If the PCs try to kill the boy, his thoughts will be panicked and may create some truly terrifying creatures, but this will only matter if the boy survives for long. If the PCs attempt to convince the boy to kill himself (informing him, for instance, that it would be a noble sacrifice), they will have to be very persuasive, as Halel cannot make the connection between the fantasy people and the item.
- ...leave the village. If the PCs take this somewhat less than heroic approach, they will surely doom the child to death at some point, if not many more in the village, as well.
Ideally, the best that the PCs can hope to accomplish is to take the medallion and study or destroy it. Study of the item will actually be necessary before the item can be effectively destroyed. Any adult character in possession of the medallion will find that 1d3 figures (or groups of figures) from his or her thoughts will physically manifest somewhere in the local area every week. Any child in possession of the medallion will create double that number. The effects of this can easily be negated by constantly passing the medallion back and forth between possessors.
If the PCs are successful in saving Halel and the rest of the villagers, they may be rewarded with an abundant supply of harvested food and will be welcome in the village at any time in the future, but if they are now in possession of the medallion (and if the villagers know about it) they will be asked to move on before the upcoming festival.