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[IRON DM] Spring 2004 Contest Thread FINAL JUDGMENT POSTED, CHAMPION ANNOUNCED!
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<blockquote data-quote="el-remmen" data-source="post: 1522040" data-attributes="member: 11"><p><span style="font-size: 18px"><strong>Final Match: Zappo vs. Nemmerle</strong></span></p><p></p><p></p><p><span style="font-size: 15px"><strong>What are we going to do tonight, Balzac?</strong> </span> </p><p></p><p>This adventure would probably be best for some 10th+ level characters.</p><p></p><p>The adventure itself is an old school straightforward dungeon-delve that crosses the path of a powerful wizard humorously bent on world domination. He has been plunged deeper and deeper into insanity by his experiments, exposure to certain artifact and a devil. It is meant to be a kind of humorous adventure, with the wizard Fargus and his devil companion appearing as incompetent villains because of their own idiosyncrasies that play off each other. The adventure has the PCs running across the remains of the many plans the pair brewed to take over the world.</p><p></p><p>The powerful wizard Fargus began his writing up his plans for world domination decades ago. A perfectionist and obsessive, he wrote out scores and scores of scenarios, following through with consequences, cost projections, available resources, dispensation of other powerful wizards and adventurers, liches, priests, adventurers and planar beings, etc… While following through with this he did a lot of research in previous attempts to rule the world by other maniacal wizards, including combing the planes for beings that might have aided them or learned of them – that is how he drew the attention of a particular devil. The devil (pick one, I could not find an appropriate type within the books I have at my disposal, but he should be moderately powerful, but for the sake of this adventure let’s call him Balzac) presented itself as an expert in the area of world domination (having witnessed and aided in the occurrence on 16 other alternate primes). Fargus consulted the devil more and more while trying to figure our the feasibility and success rate of his various scenarios, until he eventual compacted to have it come and stay with him at his disposal. While the temptation a crazy man is not all that satisfying, the devil has been using his influence to have Fargus adopt a method of world domination that would assure the damnation of the most mortal souls. He really does not care about the long-term success of the plans themselves, but more the resultant strife and moral turpitude of the free-willed peoples of the world in response to the attempt(s).</p><p></p><p>Occasionally, Fargus and his diabolic companion will begin one of these plans only to abort them when one of more criteria are not met that would satisfy either Fargus’ perfectionist tendencies, or the devil’s desire to condemn a lot of soul’s in the process. Because of this there are various items they created or events they put into motion that still exist out there.</p><p></p><p><strong>Hooks</strong></p><p></p><p>-- A member of the party could be cursed by the <em>Boots of the Iron Warrior</em> and investigation has led the party towards Fargus, and they seek out his lair to lift the curse and possibly defeat him. Similarly, they could accompany someone else who has been cursed.</p><p></p><p>-- The party is hired to retrieve <em>the Mind’s Eye</em>, a powerful ring of illusion that Fargus stole when experimenting with the use of illusions as a means of population control. </p><p></p><p>-- The party could be hired by a cult of fanatics who keep getting dreams from the godling in Fargus’ basement, or one or more of the party gets the dreams (perhaps the godling is an aspect of one of the PC’s gods).</p><p></p><p>-- The party could be following up a loose end from an adventure involving cleaning up after Fargus’ previous attempts at world domination.</p><p></p><p><strong>Fargus’ Keep</strong></p><p></p><p>This stronghold is subterranean, beneath the ruins of an old church to the sun god atop a tall hill. The area is the lair of a pair of axiomatic dragonnes (CR 9) that Fargus’ summoned as part of an early plan where he’d release monsters on the world and then save everyone from them and be the loved hero and have power slowly ceded to him. The dragonnes are all that remain of this plan, and Balzac was able to convince them stick around and guard the entrance to the dungeon. They will hide atop tall wide ruined walls, and pounce down those who enter the inner portion of the ruin where the entrance is.</p><p></p><p>The place itself should be laid out to resemble something from those old basic adventure modules that made no sense. The different levels are guarded and lived in by different types of humanoids. Kobolds on the upper-levels, then hobgoblins, then bugbears, etc. . . Each level of the place should have some rooms with cordoned off monsters, in cages or pens that the humanoids will set free and shoo out at the PCs in the narrow corridors. Or with warded and dangerous magical items that need to be guarded. Each group of humanoids will be led by some member(s) of their race with some levels of fighter and with a template slapped on to represent Fargus’ experiments; half-dragon kobold, a fire hobgoblin, a vampire bugbear (with a bunch of bugbears thralls and worshipers and other lower forms of undead).</p><p></p><p>Scattered throughout the place will be other locked chambers that hold the remnants of previous attempts to take over the world.</p><p></p><p><span style="color: yellow"><strong>The Iron Warriors</strong></span> – One of Fargus’ creations in his plans to take over the world, were cursed iron boots that once put on could not be taken off. These magical boots have different powers, but they all have one thing in common, upon command from Fargus the boots grow to encase the wearer in a full body mask of iron that is stylized to look like some kind of primitive warrior. While encased the person has all the abilities and defenses of an Iron Golem, in addition to whatever abilities they normally have. The idea of the plan was to get a large number of these great warriors to put on the boots and then be forced to work for Fargus – who could would set up the most loyal ones as guardians and rulers of portions of his domain. However, the expense (in both money and XP) was too much to for this idea to be feasible – and the cursed adventurers were not as easy to manipulate as he initially thought – so he had to scrap the idea. </p><p></p><p>There are still a few of these Iron Warriors left in Fargus’ lair, which he now uses as guards. If he realizes adventurers are invading his home he will activate them. However, they do not always do exactly as he asks – so chaos will reign in the halls of this place, as some killer iron golems seek to escape, others begin to destroy all they can and still others actually obey and hunt down the party. If a member of the party (or someone they find along the way) has been cursed by the boots they will transform as well and begin to get mental commands from Fargus. This works like domination and each round those encased in the iron warrior bodies must make a Will save to maintain freewill.</p><p></p><p>In one of Fargus’ laboratory he has a team of dwarven and gnomish expert cobblers and metal-smiths as prisoners, who helped him in the creation of the boots. They will be able to give the party the magical <span style="color: yellow">shoe horn</span> that allows a cursed individual to remove the boots (or allow someone else to put them on).</p><p></p><p><strong>The Godling</strong>: Deep in the lower levels of Fargus’ lair, can be found a bloody and bruised Celestial. This young god is the <span style="color: yellow">defeated champion</span> of a people from an alternate prime, sent to destroy Balzac. However, Balzac and Fargus with the help of his Iron Warriors were able to defeat the celestial (use a powerful type that would about equal to the party’s CR), and captured him in hopes of perhaps using his blood or essence for some future plan for world domination – or one idea was to try to instigate the celestial’s growth towards a more powerful being (the cosmology of this other plane being slightly different) and then have Fargus <em>Magic Jar </em> the thing and use the form to create a religion that would be used to take over the world. This project is on the back-burner, however. In the meantime, the celestial has been able to project dreams and messages to those he thinks would be (or should be) his worshipers on this plane. Note, that the mere existence of this celestial should have been a clue to Fargus that Balzac’s aid in taking over the world is not that reliable, as the celestial rose up and destroyed the tyrant of that alternate prime that Balzac once helped take over. A party that tends to use diplomacy or trickery to accomplish their tasks might use this to create a wedge between wizard and devil. The celestial himself is full of pride, and if rescued will immediately try to “take over” the plan to destroy Balzac (and Fargus). He will condescend to the party.</p><p></p><p><strong>The Mind’s Eye</strong></p><p></p><p>In a well-guarded and warded room, Fargus keeps <em><span style="color: yellow">the Mind’s Eye</span></em>, this ring is a powerful minor artifact was created long ago by an illusionist of great skill. The DM is encouraged to create the item to fit his level of magic for his campaign, but it should certainly be above the standard value of magical items available to characters of their level. It allows the use of a variety of illusion spells – some of the lower level ones at will, but the higher level ones a few times a day. It is called the Mind’s Eye because basically the wearer can create illusions of whatever he can imagine, however, it has a side-effect. The ring also allows the wielder to <em>Detect Thoughts</em> at will and illusions created from things found in the mind of another add a +4 to the DC to disbelieve by that person and their duration is doubled (or the duration they last w/o concentration is doubled). However, the more it is used in this way the more likely it is to create permanent semi-real (shadow) versions of these things that act independently. And as the lines between illusion, reality and the thoughts of others become blurred the wielder is also slowly driven insane. Needless to say, Fargus abandoned the use of this early on, but not before his brain was a bit addled, thus explaining his bizarre personality and obsession.</p><p></p><p><span style="color: yellow"><strong>Devil in the Details</strong></span></p><p></p><p>Regardless of what happens in Fargus’ lair, Balzac will be found in the records chamber looking over the reams and reams of paper on which all the details of the various aborted and prospective plans for world domination that Fargus has created can be found. The scene should be a mess of papers, tomes, ink and scrolls, with this short pudgy man sitting among all the details of all the plans, looking disheveled, ink-stained and humming to himself as constantly adjusting his spectacles. He should appear as fairly harmless record-keeper. In fact, it is unlikely he will fight the party unless attacked, otherwise, he will do his best to act like what he appears as, and even help the party look through all the records for whatever information they are looking for. Fargus’ supplies and stock are all carefully recorded and labeled with where they can be found in the complex. Balzac will look at this as an opportunity to gain the souls of some heroes, and will betray Fargus if it looks like the PCs can defeat him. He will explain how there are nearly a dozen results of aborted plans out there in the world that need to be ‘cleaned up’ and even try to put himself in a position where he can guide the party to those places to do the clean up – but really be manipulating them to do what he likes and lead them into situations where they are tempted, or overlook some other mission that needs to be accomplished for good as he sends them after some red herring. He will also inform them to some of the plans that if used “for good” could help bring peace, order and prosperity to the world. </p><p></p><p>Balzac will also explain that for the party not to study the records in detail and follow-up on all the schemes and plans, would be an <span style="color: yellow">unforgivable oversight</span> that could lead to many people being hurt or killed. He will especially emphasize this to any paladins or priests of good gods present. </p><p></p><p><strong>Fighting Fargus</strong></p><p></p><p>Fargus is not a fan of fighting his own battles. He should be a conjurer, and perhaps have some levels of some kind of artificer prestige class (and/or lore-master). He will know all the PCs by names (he has extensive records on all heroes of note) and will even cockily describe to them what their likely actions will be. . . He will use charm, domination and summoning as much as possible, along with defensive spells and some contingencies he already has in place. Fargus should come off as more than a little obsessive-compulsive, with physical ticks and strange rituals he must complete before doing certain things.</p><p></p><p><strong>Conclusions</strong></p><p></p><p>The defeat of Fargus should just be the beginning for this scenario, as the records and artifacts of his various plans for world domination, and Balzac’s desire to tempt the PCs could lead to more adventures and a common thread that lasts throughout the rest of the campaign, up to epic levels as the PCs can become involved in infernal politics and/or do some plane-hopping to other primes to look for artifacts, or save other worlds from domination.</p><p></p><p><strong>Review of Ingredients</strong></p><p>---------------------------------</p><p>Mind's Eye – The ring of illusion Fargus had stolen for one of his world domination attempts.</p><p>Iron Warriors – The golem body masks that cover over victims of the cursed iron boots</p><p>Shoe Horn - - Used for getting the iron boots on and off</p><p>Defeated Champion – The celestial (godling) kept prisoner by Fargus</p><p>Devil in the Details – Finding Balzac in the mess of the record room.</p><p>Unforgivable Oversight – Ignoring the mess of the remnants of all of Fargus’ previous attempts at taking over the world.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 1522040, member: 11"] [SIZE=5][B]Final Match: Zappo vs. Nemmerle[/B][/SIZE] [SIZE=4][b]What are we going to do tonight, Balzac?[/b] [/SIZE] This adventure would probably be best for some 10th+ level characters. The adventure itself is an old school straightforward dungeon-delve that crosses the path of a powerful wizard humorously bent on world domination. He has been plunged deeper and deeper into insanity by his experiments, exposure to certain artifact and a devil. It is meant to be a kind of humorous adventure, with the wizard Fargus and his devil companion appearing as incompetent villains because of their own idiosyncrasies that play off each other. The adventure has the PCs running across the remains of the many plans the pair brewed to take over the world. The powerful wizard Fargus began his writing up his plans for world domination decades ago. A perfectionist and obsessive, he wrote out scores and scores of scenarios, following through with consequences, cost projections, available resources, dispensation of other powerful wizards and adventurers, liches, priests, adventurers and planar beings, etc… While following through with this he did a lot of research in previous attempts to rule the world by other maniacal wizards, including combing the planes for beings that might have aided them or learned of them – that is how he drew the attention of a particular devil. The devil (pick one, I could not find an appropriate type within the books I have at my disposal, but he should be moderately powerful, but for the sake of this adventure let’s call him Balzac) presented itself as an expert in the area of world domination (having witnessed and aided in the occurrence on 16 other alternate primes). Fargus consulted the devil more and more while trying to figure our the feasibility and success rate of his various scenarios, until he eventual compacted to have it come and stay with him at his disposal. While the temptation a crazy man is not all that satisfying, the devil has been using his influence to have Fargus adopt a method of world domination that would assure the damnation of the most mortal souls. He really does not care about the long-term success of the plans themselves, but more the resultant strife and moral turpitude of the free-willed peoples of the world in response to the attempt(s). Occasionally, Fargus and his diabolic companion will begin one of these plans only to abort them when one of more criteria are not met that would satisfy either Fargus’ perfectionist tendencies, or the devil’s desire to condemn a lot of soul’s in the process. Because of this there are various items they created or events they put into motion that still exist out there. [b]Hooks[/b] -- A member of the party could be cursed by the [I]Boots of the Iron Warrior[/I] and investigation has led the party towards Fargus, and they seek out his lair to lift the curse and possibly defeat him. Similarly, they could accompany someone else who has been cursed. -- The party is hired to retrieve [I]the Mind’s Eye[/I], a powerful ring of illusion that Fargus stole when experimenting with the use of illusions as a means of population control. -- The party could be hired by a cult of fanatics who keep getting dreams from the godling in Fargus’ basement, or one or more of the party gets the dreams (perhaps the godling is an aspect of one of the PC’s gods). -- The party could be following up a loose end from an adventure involving cleaning up after Fargus’ previous attempts at world domination. [b]Fargus’ Keep[/b] This stronghold is subterranean, beneath the ruins of an old church to the sun god atop a tall hill. The area is the lair of a pair of axiomatic dragonnes (CR 9) that Fargus’ summoned as part of an early plan where he’d release monsters on the world and then save everyone from them and be the loved hero and have power slowly ceded to him. The dragonnes are all that remain of this plan, and Balzac was able to convince them stick around and guard the entrance to the dungeon. They will hide atop tall wide ruined walls, and pounce down those who enter the inner portion of the ruin where the entrance is. The place itself should be laid out to resemble something from those old basic adventure modules that made no sense. The different levels are guarded and lived in by different types of humanoids. Kobolds on the upper-levels, then hobgoblins, then bugbears, etc. . . Each level of the place should have some rooms with cordoned off monsters, in cages or pens that the humanoids will set free and shoo out at the PCs in the narrow corridors. Or with warded and dangerous magical items that need to be guarded. Each group of humanoids will be led by some member(s) of their race with some levels of fighter and with a template slapped on to represent Fargus’ experiments; half-dragon kobold, a fire hobgoblin, a vampire bugbear (with a bunch of bugbears thralls and worshipers and other lower forms of undead). Scattered throughout the place will be other locked chambers that hold the remnants of previous attempts to take over the world. [color=yellow][b]The Iron Warriors[/b][/color] – One of Fargus’ creations in his plans to take over the world, were cursed iron boots that once put on could not be taken off. These magical boots have different powers, but they all have one thing in common, upon command from Fargus the boots grow to encase the wearer in a full body mask of iron that is stylized to look like some kind of primitive warrior. While encased the person has all the abilities and defenses of an Iron Golem, in addition to whatever abilities they normally have. The idea of the plan was to get a large number of these great warriors to put on the boots and then be forced to work for Fargus – who could would set up the most loyal ones as guardians and rulers of portions of his domain. However, the expense (in both money and XP) was too much to for this idea to be feasible – and the cursed adventurers were not as easy to manipulate as he initially thought – so he had to scrap the idea. There are still a few of these Iron Warriors left in Fargus’ lair, which he now uses as guards. If he realizes adventurers are invading his home he will activate them. However, they do not always do exactly as he asks – so chaos will reign in the halls of this place, as some killer iron golems seek to escape, others begin to destroy all they can and still others actually obey and hunt down the party. If a member of the party (or someone they find along the way) has been cursed by the boots they will transform as well and begin to get mental commands from Fargus. This works like domination and each round those encased in the iron warrior bodies must make a Will save to maintain freewill. In one of Fargus’ laboratory he has a team of dwarven and gnomish expert cobblers and metal-smiths as prisoners, who helped him in the creation of the boots. They will be able to give the party the magical [color=yellow]shoe horn[/color] that allows a cursed individual to remove the boots (or allow someone else to put them on). [b]The Godling[/b]: Deep in the lower levels of Fargus’ lair, can be found a bloody and bruised Celestial. This young god is the [color=yellow]defeated champion[/color] of a people from an alternate prime, sent to destroy Balzac. However, Balzac and Fargus with the help of his Iron Warriors were able to defeat the celestial (use a powerful type that would about equal to the party’s CR), and captured him in hopes of perhaps using his blood or essence for some future plan for world domination – or one idea was to try to instigate the celestial’s growth towards a more powerful being (the cosmology of this other plane being slightly different) and then have Fargus [I]Magic Jar [/I] the thing and use the form to create a religion that would be used to take over the world. This project is on the back-burner, however. In the meantime, the celestial has been able to project dreams and messages to those he thinks would be (or should be) his worshipers on this plane. Note, that the mere existence of this celestial should have been a clue to Fargus that Balzac’s aid in taking over the world is not that reliable, as the celestial rose up and destroyed the tyrant of that alternate prime that Balzac once helped take over. A party that tends to use diplomacy or trickery to accomplish their tasks might use this to create a wedge between wizard and devil. The celestial himself is full of pride, and if rescued will immediately try to “take over” the plan to destroy Balzac (and Fargus). He will condescend to the party. [b]The Mind’s Eye[/b] In a well-guarded and warded room, Fargus keeps [I][color=yellow]the Mind’s Eye[/color][/I], this ring is a powerful minor artifact was created long ago by an illusionist of great skill. The DM is encouraged to create the item to fit his level of magic for his campaign, but it should certainly be above the standard value of magical items available to characters of their level. It allows the use of a variety of illusion spells – some of the lower level ones at will, but the higher level ones a few times a day. It is called the Mind’s Eye because basically the wearer can create illusions of whatever he can imagine, however, it has a side-effect. The ring also allows the wielder to [I]Detect Thoughts[/I] at will and illusions created from things found in the mind of another add a +4 to the DC to disbelieve by that person and their duration is doubled (or the duration they last w/o concentration is doubled). However, the more it is used in this way the more likely it is to create permanent semi-real (shadow) versions of these things that act independently. And as the lines between illusion, reality and the thoughts of others become blurred the wielder is also slowly driven insane. Needless to say, Fargus abandoned the use of this early on, but not before his brain was a bit addled, thus explaining his bizarre personality and obsession. [color=yellow][b]Devil in the Details[/b][/color] Regardless of what happens in Fargus’ lair, Balzac will be found in the records chamber looking over the reams and reams of paper on which all the details of the various aborted and prospective plans for world domination that Fargus has created can be found. The scene should be a mess of papers, tomes, ink and scrolls, with this short pudgy man sitting among all the details of all the plans, looking disheveled, ink-stained and humming to himself as constantly adjusting his spectacles. He should appear as fairly harmless record-keeper. In fact, it is unlikely he will fight the party unless attacked, otherwise, he will do his best to act like what he appears as, and even help the party look through all the records for whatever information they are looking for. Fargus’ supplies and stock are all carefully recorded and labeled with where they can be found in the complex. Balzac will look at this as an opportunity to gain the souls of some heroes, and will betray Fargus if it looks like the PCs can defeat him. He will explain how there are nearly a dozen results of aborted plans out there in the world that need to be ‘cleaned up’ and even try to put himself in a position where he can guide the party to those places to do the clean up – but really be manipulating them to do what he likes and lead them into situations where they are tempted, or overlook some other mission that needs to be accomplished for good as he sends them after some red herring. He will also inform them to some of the plans that if used “for good” could help bring peace, order and prosperity to the world. Balzac will also explain that for the party not to study the records in detail and follow-up on all the schemes and plans, would be an [color=yellow]unforgivable oversight[/color] that could lead to many people being hurt or killed. He will especially emphasize this to any paladins or priests of good gods present. [b]Fighting Fargus[/b] Fargus is not a fan of fighting his own battles. He should be a conjurer, and perhaps have some levels of some kind of artificer prestige class (and/or lore-master). He will know all the PCs by names (he has extensive records on all heroes of note) and will even cockily describe to them what their likely actions will be. . . He will use charm, domination and summoning as much as possible, along with defensive spells and some contingencies he already has in place. Fargus should come off as more than a little obsessive-compulsive, with physical ticks and strange rituals he must complete before doing certain things. [b]Conclusions[/b] The defeat of Fargus should just be the beginning for this scenario, as the records and artifacts of his various plans for world domination, and Balzac’s desire to tempt the PCs could lead to more adventures and a common thread that lasts throughout the rest of the campaign, up to epic levels as the PCs can become involved in infernal politics and/or do some plane-hopping to other primes to look for artifacts, or save other worlds from domination. [b]Review of Ingredients[/b] --------------------------------- Mind's Eye – The ring of illusion Fargus had stolen for one of his world domination attempts. Iron Warriors – The golem body masks that cover over victims of the cursed iron boots Shoe Horn - - Used for getting the iron boots on and off Defeated Champion – The celestial (godling) kept prisoner by Fargus Devil in the Details – Finding Balzac in the mess of the record room. Unforgivable Oversight – Ignoring the mess of the remnants of all of Fargus’ previous attempts at taking over the world. [/QUOTE]
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[IRON DM] Spring 2004 Contest Thread FINAL JUDGMENT POSTED, CHAMPION ANNOUNCED!
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