[IRON DM] Winter '04 Tournament (IRON DM ANNOUNCED!)

el-remmen

Moderator Emeritus

Final Round - Third Match-Up: Enkhidu vs. Zenld


Ingredients
-----------------
Hand of Glory
Collection of Paintings
Gossipy Washer Women
Super Intelligent Awakened Monkey
Ruined Desert Temple
Bald Medusa


This is IRON DM territory, people. Look sharp!

You have 24 hours from the time stamp of this post.

Remember you 'ingredient review' at the end of your entry.
Remember, NO EDITING after you've posted.
Remember, NO READING your opponent's entry if he posts before you do.
Remember to include the the Round/Match and Opponent Info at the top of your entry (see above).

Good luck to both of you, and don't forget Enkhidu you have to use the tie-breaking ingredient in this round!
 

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Enkhidu

Explorer
nemmerle said:

Final Round - Third Match-Up: Enkhidu vs. Zenld


Ingredients
-----------------
Hand of Glory
Collection of Paintings
Gossipy Washer Women
Super Intelligent Awakened Monkey
Ruined Desert Temple
Bald Medusa


This is IRON DM territory, people. Look sharp!

You have 24 hours from the time stamp of this post.

Remember you 'ingredient review' at the end of your entry.
Remember, NO EDITING after you've posted.
Remember, NO READING your opponent's entry if he posts before you do.
Remember to include the the Round/Match and Opponent Info at the top of your entry (see above).

Good luck to both of you, and don't forget Enkhidu you have to use the tie-breaking ingredient in this round!


Nemm, my hate for you knows no bounds.
 



Enkhidu

Explorer
Here you go!




Winter Iron DM Tourney

Final Round – Third Matchup: Enkhidu vs zenld


The Ingredients:

Hand of Glory
Collection of Paintings
Gossipy Washer Women
Super Intelligent Awakened Monkey
Ruined Desert Temple
Bald Medusa

Tie-Breaking Ingredient:

Celestial Wrestler



The Adventure:

…But I Know What I Like


Adventure Notes

…But I Know What I Like is a site based adventure for PCs of 10th to 14th level. While it could be dropped in as a sidetrek style adventure, it is best used as the destination site after overland travel in a style reminiscent of the early days of D&D. While it does make references to the standard 3E/Greyhawk pantheon, it can be easily fitted to any campaign world.


Synopsis

The PCs explore a dead wizard’s abode, racing against other like-minded groups to be the first to find its treasures.


Background

Two weeks ago, in the skies above the villages of the western desert, a great battle raged between a single man and red dragon. The pyrotechnics from the dragon’s fiery breath lit up the sky for miles, and the booms of the man’s magic tore across the heavens like thunder. And when the battle finally ended, and the ground didn’t shake from the fall of a dragony corpse, the people shrugged their shoulders, assumed the man had died, and went back to their lives, albeit with tongues wagging about what they had seen.

By now, those who know of such things have discovered that the man in the sky was actually the “eccentric” (as in feared for his bizarre and distasteful practices) mage Dorin. Some mourn his passing, some lust after his now unguarded treasures, and some quake in fear of what may now be loose…


Adventure Hooks

Interesting PCs in a site based dungeon crawl like …But I Know What I Like should be very simple. Below are some suggestions.

-One or more PCs may have had a personal relationship with Dorin. If this is the case, they may know that he was a collector of magic, art, and rare creatures (and some of his more “eccentric” pieces might combine all three!), and be motivated to investigate his home to either plunder or to safeguard.

-The PCs may be actively hunting the dragon Flamewings, who fits the description of the dragon Dorin fought in the skies of the heartland; and though the wizard failed to destroy the dragon, he obviously found both a way to draw it out and combat it effectively. Such information would be a boon to would-be dragon slayers.

-Dorin’s “collection” is full of valuable and hard to find items, and PCs may hear of a particular item or substance that Dorin was known to have. Possibilities include: rare materials, unique spells, one-of-a-kind books, and certain rare or unique magic items. An example of this hook is used below, in the description of the Kordites.


Notes about Dorin’s Tower

Dorin’s Tower is not mapped or detailed in this adventure in order to make is customization that much easier for the DM. However, certain things should remain constant.

The exterior of the Tower is a small (about 20 feet on a side) square building built of rough hewn stone covered with glyphs, runes, pictograms, and other bas-relief sculpture. The building is in actuality the only remaining structure of a Ruined Desert Temple still held to be holy by the nomadic desert tribes. Obviously, DMs who wish to make the trip to Dorin’s Tower more dangerous and lively need only have one or more of these tribes be camped within site of the area – if this is the case, then the worst possible situation (for the PCs) would be to have several tribes in the location in order to observe a holy day involving the old temple grounds.

The interior of the Tower bears absolutely no resemblance to the exterior – it instead is the result of several permanent applications of a variant of mage’s magnificent mansion (and is much, much, larger on the inside than the outside). It has many rooms that could be considered “standard” in a wizard’s home including multiple laboratories, test rooms with walls blackened by evocations, a “zoo” full of all sorts of creatures, a heavily glyphed, circled, and warded summoning chamber, and the like. However, the Tower also has the following areas, all of which should play an important part in the adventure:

The Art Gallery – This collection of rooms is full of object d’art. Since art of a “unique” sort was Dorin’s passion, many of the exhibits are extra-planar in origin or otherwise disturbing to saner creatures. A good portion of them are also magical, such as the green steel sculpture of a multi-armed demon that performs a slow lascivious dance that seems directed at whoever looks at it.

In particular, the hall that contains Dorin’s Collection of Paintings has a number of magical pictures. They include: 1) a wall sized landscape of an underground grotto that acts as a portal to that grotto (exactly where this grotto lies is up to the DM), 2) a very small mirror that acts as a mirror of opposition (though the opposites produced by the mirror are only 4 inches high) – note that the mirror is hung at ankle height and that it only works if a particular person sees his owns face in the mirror, and 3) a painting of two old women washing linens in a large basin. This last will be of importance to the PCs, and is detailed in the NPC section below.

In addition, the Tower has the capability to change (in minor ways) at the owner’s behest – in the middle of the Tower is a room with a small modular model of the Tower atop a table. Changes made to the model (for example, the removal of a doorway or the like) are immediately reflected in the real Tower, though only one such change can be made in any hour long period. Note that whoever controls this model will have a significant advantage over other intruders. In addition, the model can be used to call forth Tower Guardians: ghostly warriors clad in ghost touch plate and wielding ghost touch weaponry. There are a total of seven such guardians, corresponding to seven warrior models that can be placed in the model. Next to the model is a scrying device (a still pool of oily water) that shows whatever part of the Tower the user of the model is focused on. Together, these two items serve as a “command center” for the Tower.


NPCs

Chim: Super Intelligent Awakened Monkey, Wizard/Rogue/Arcane Trickster
Chim was one of Dorin’s most prized experiments – an animal given human intelligence and taught the rudiments of magic. However, Chim was far more successful than the wizard ever suspected, and managed to hide his massive intellect from his master. He also managed to hide his hatred of the human.

Chim is massively intelligent (maximum Int from his awakening, further augmented by one of Dorin’s original creations, an old headband of intellect, and various level increase), and now that his master is gone he has decided to take Dorin’s place. He has laid claim to the wizard’s entire hoard, including The Left Hand of Kord (described below), and is prepared to fight off intruders if necessary. Chim is extremely familiar with the Tower, and knows all of its secrets; in fact, the moment that Chim becomes aware of intruders in the Tower, he will begin setting ambushes, and traps. He will spend much of his time scrying the PCs via the Tower’s pool.

Chim hates humanoids, and blames them for taking away his “innocence.” As a result, he will not hesitate to take an opportunity ton make one suffer if he thinks he can get away with it.

Chim knows of the powers of the Left Hand of Kord, and will use them if he feels he must (i.e if he is out of spells and has no other choice – it is his weapon of last resort).

Razel: Bald (snake-hairless) Medusa
Razel is another of Dorin’s experiments, and he first obtained her while testing certain magics that made him immune to petrification. During these experiments, Dorin grew fond of Razel and eventually made her a concubine (making sure to first pluck out her snakes and making her bald). Razel does not yet believe that Dorin is dead, though she knows that Chim does.

The medusa controls Dorin’s personal chambers, including his extensive library (which contains copious notes on many subjects, including his coming combat with the dragon). As such, she is at odds with Chim, who has walled her off from the rest of the Tower using the model at the Tower’s center. If freed, Razel will not attempt to escape.

Razel, unlike Chim, wants only to escape her bondage. If she is ever convinced that Dorin is not returning (i.e. the first time she sees intruders that cannot pass themselves off as Dorin’s guests or associates), she will do everything in her power to leave.

To keep her petrfication abilities in check, Razel will don a veil before accepting visitors. However, then veil will come off immediately if she feels threatened for any reason.

Stetla and Valda: Gossipy Washer Women
In Dorin’s art gallery hangs a painting of two women washing linen labeled “Two Women Washing”. However, this painting is actually animated, and the women inside it can talk with not only each other but with the painting’s onlookers – and oh do they like to talk!

These two Gossipy Washer Women seem to “know everything” about the Tower and its inhabitants, and what they do know they are more than willing to share, usually over the objections of the listener. The two are also horrible hecklers, and take any opportunity to jape and jibe (think of them as loud and cranky reviewers who have an opinion on everything).

In truth, the washer women were a favorite of Dorin’s and have been hung in almost every room of the Tower. As such, they really do know the layout of the Tower, its inhabitants (though they do not really differentiate between the seen servants created by the Tower (see mage's magnificent mansion for their description) and those that can exist without it), and some of its secrets. In fact, they could be used as a credible guide, as long as the PCs carried their unwieldy painting with them.

Note that the first time the PCs notice the washer women will likely be when the two women began heckling them during or after a fight in the art gallery (possibly with the 4 inch high duplicates from the mirror).

The Kordites[/b[: Followers of Kord led by an Aspect of the god himself
A little known legend of the god Kord (told only by sects considered “heretical” by the mainstream faith) has Kord losing his left hand in a combat with one of his many foes. In this splinter faith, Kord becomes vengeful and wroth, and embodies the principles of strength through body alone. The lost hand was taken by his enemies, and is the dogma of the faith used against his faithful – one of the main goals of the faith is to retrieve Kord’s Left Hand.

One such group of Kordites have discovered that the late Dorin had in his collection a mummified left hand, and after further divination has discovered that it may actually be the Left Hand of Kord. As such, they have sent an expedition to obtain it, and have pulled out all the stops to do so. They compacted with an minor avatar of Kord himself, and that Celestial Wrestler leads the expedition (for stats on this being, refer to the Miniatures Handbook under “Aspect of Kord” – if that resource is not available, the DM can substitute the statistics for a leveled hound archon, a astral deva, or ghaele – in all cases, the final CR of the creature be no more than 14 – note that this choice will dictate the PC level appropriate for the adventure. In all cases, the Aspect will be missing a left hand and will grapple instead of using the greatsword he carries strapped to his back). The Aspect leads a group of fighters, barbarians, and clerics with an EL appropriate to the level of the PCs.

This group is single minded in its purpose, and will not hesitate to use force to get the Left Hand of Kord. They tend to fight first and ask questions later.

The Left Hand of Kord: This large Hand of Glory bears all the normal powers of the standard magic items, with several additional powers: one time per day it may imbue the wearer with the Power of Kord (equivalent to the spell righteous might and divine power), cast a mass bull’s strength, and cast grasping hand, all at 15th level.


Other:
DMs may also wish to include other NPC groups like the Kordites, above. In fact, if the PCs have a rival organization of any sort, it might be a good idea to include at least on other faction from that organization.


Adventure Events:

This adventure does not have a timeline of events, and is entirely dependent on the interaction of the PCs with the NPCs and the Tower; however, certain areas lend themselves better to encounters than others – some suggestions follow:

The Art Gallery:
Combat in the gallery can be tumultuous, especially with multiple factions in a combat. For example, if Chim knows the inherent danger of the mirror of opposition and might set up traps meant to get PCs to look in it (though it is likely PCs will look in it anyway). Likewise, the gallery is a good place to have the PCs first “meet” the Kordites. In any event, Stetla and Valda will make an appearance as hecklers if a fight breaks out.

The Zoo or Laboratory:
Chim will be likely to use the Tower Guardians if the PCs enter either Dorin’s zoo or one of his labs. He will direct them to first attack cages of dangerous creatures or volatile equipment, and then the PCs. These combats should be hazardous not just for the principle combatants, but also for contact with half mixed potions or poisonous/dealy creatures.

The Summoning Room:
If the DM desires, Chim could summon a planar creature as a “failsafe.” Such a creature would be in the chamber – not compacted – and waiting for either negotiations or escape. This encounter is left up to the DM, as it is likely to be very involved and highly dangerous. Chim, if given the opportunity, will use a Tower Guardian to free a creature from its carefully inscribed circle.



Aftermath

PCs surviving to the end of …But I Know What I Like will end up with control of Dorin’s Tower, with all the problems that entails. By the end, they may have greatly angered nomadic tribesman, gained an enemy in the Kordites, and freed a super intelligent monkey with a mean streak (assuming Chim escapes). These should provide plot hooks for several adventures in their future.

Worse, DMs may decide that Dorin’s clone might come back to claim his belongings, or that Flamewings would come calling to collect the wizard’s booty. I hope your PCs have fun.

Quick Recap:

Hand of Glory: Left Hand of Kord
Collection of Paintings: Hung in Dorin’s Art Gallery
Gossipy Washer Women: Stetla and Valda, figures in the painting “Two Women Washing”
Super Intelligent Awakened Monkey: Chim, Dorin’s greatest experiment
Ruined Desert Temple: The outward appearance of Dorin’s Tower
Bald Medusa: Razel, Dorin’s concubine

Tie-Breaking Ingredient:

Celestial Wrestler: An Aspect of Kord, leader of the Kordite expedition
 



Enkhidu

Explorer
nemmerle said:
I fear that Zen never saw the ingredients. . .

Which really sucks. . . :(

Yes it does - wasn't he having computer problems?

In any event, you initially said that the ingedients would be posted by noon on Saturday if I didn't check in on Friday - let's wait until noon today to see if zen posts and go from there.
 
Last edited:

Enkhidu

Explorer
Well, noon EST has come and gone - how do you want to handle this, Nemm?

If you want to feel free to email me at the address listed in my profile and we'll talk about a few possibilities.
 


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