Nifft vs. Wicht
Ingredients:
Smoke Filled room
Mercy Killing
Iron Bands of Billaro
Xill
Challenging riddle
Bright Llama
A Slaver's Red-Hot Blues
An adventure for 10th level characters.
Backstory: On a large outcrop of rock in the center of the Burning Valley, which lies in the hottest part of the desert, sits an iron tower. The base of this tower is ringed with flame, and a cloud of greasy black smoke fills the bottom of the valley. The tower is the home of Nikret al-Hazmat, a very angry and frustrated Efreeti Prince.
Four months ago, Nikret met with an unsual
Xill, with whom he felt an unusual emotion -- not kinship, but perhaps empathy. This Xill was the infamous Tchakrix (
CHAK-riks, a Xill with the Half Elemental (Fire) template). Nikret and Tchakrix emerged from the (literal and proverbial)
smoke-filled room and informed their respective troops that they'd penned an agreement to work together for a period of one year gathering slaves.
Two months ago the first slave raids took place. The combined might of the Xill fighters and the Efreet spellcasters was more than any caravan could withstand, and soon each side boasted ten new high-quality slaves.
One month ago, emboldened by the apparent power of their pact and tactics, a joint strike team composed of 8 Xill and 3 Efreet made a raid on the large town, Slivant, which guards the mountain pass leading into the burning desert. In this team were both Tchakrix and Nikret's eldest son, Archi al-Hazmat. The raid was for the most part a success. Silvant was better defended than expected, though, for they had an unexpected ally: an awakened (and very
bright) llama Paladin 5 / Lantern Disciple 5 (see below*), named (for some odd reason) Perlfive. The raiders did get away with 10 new slaves, but in the confusion no-one noticed Archi getting captured. The loss of his eldest son has infuriated Nikret. Tchakrix publically executed the three Xill who were assigned to Archi, in the hopes of gaining a measure of Nikret's trust back. He suggests that the combined forces now raid the settlements on the other side of the desert, as the ones on this side are clearly too well defended.
In truth, Tchakrix had ordered his troops to capture one of the Efreeti during the raid, and provided one of them with a set of
Iron Bands of Billaro for that purpose. Unfortunately for his troops, the only Efreeti who separated himself from the view of the others was Archi. Tchakrix has implanted Archi with a Xill egg, in the hopes of creating another Half-Elemental (Fire) Xill like himself. Tchakrix killed the three Xill assigned to Archi because he knew that if he did not, he would have to hand them over to Nikret who might torture the truth out of them. Tchakrix would like to concentrate on the other side of the desert for the next two months, while his Xill larva matures within Archi, who is sequestered on the Ethereal plane in the mountains near Silvant.
Nikret knows none of this. He has paid handsomly to
Commune with a power from the Plane of Elemental Fire, but all he got was this
challenging riddle:
In taking, taken;
In making, unmade;
In granting, a wager;
In wisdom, repaid.
Nikret does not know what to make of this riddle, but his interpretation will aid the PCs.
Hooks:
1) The party hears of raids in the desert culminating with a raid on the settlement Silvant. They journey there, meet with Perlfive, and are implored to get to the bottom of the raids before the raiders return.
2) The party hears of a mysterious sponsor who is offering great power and wealth for a quest of the utmost discretion. (Nikret hires them directly to covertly investigate his son's disappearance.) Nikret offers them a Wish if they uncover the truth, two if they bring his son back alive.
3) The party is captured while traveling by a party of 10 Xill and 3 Efreet, who materialize around them (from the Ethereal plane). They are all given as gifts to Nikret, who decides to employ them to covertly investigate his son's disappearance, interpreting line 3 of the riddle as that he should risk granting someone their freedom. He offers the party a hefty reward (including their freedom).
Present Situation:
Tchakrix is now living on the Ethereal plane near Nikret's iron tower. He watches Nikret as closely as he can, visiting physically as often as is politically possible. Nikret does suspect foul play on Tchakrix's part, but without some sort of proof, he feels he cannot act against the Xill due to their contract. Of course, he also fears that the town of Silvant is to blame for his son's capture, and will exact a bloody retribution from them should he become convinced of the Xill's innocence.
Archi has two months left to live. He is guarded by six Xill who ensure that he is unable to escape the Iron Bands -- for without an active guard to discourage him, it's likely that he'd eventually be able to wriggle free. On the topic of wriggling, Archi is constantly nauseated as he feels the larval Xill slowly devouring his essence.
Perlfive has been tending to the wounded of Silvant. He will not leave the city while he thinks it may be in danger, and therefore asks for help from adventurers to ferret out the truth of the forces behind the recent attack. Perlfive has a celestial companion, a Lantern Archon named Yarephim, whom he will allow to accompany the party, to guard against the threat of ethereal attackers.
Clues:
Town Rumors (by Gather Info DC):
- DC 10: "A month ago we were attacked by Xill and Efreet!"
- DC 15: The raiders were here to capture slaves.
- DC 20: There's a nearby mountain where bandits once lived.
- DC 25: An evil aura is coming from somewhere near town.
- DC 30: Some of the Xill didn't seem to like the Efreet.
- DC 35: Goats seem to avoid a particular path they used to like.
The party, or the party with Yarephim, could Detect the Evil of the six Xill and one Efreeti on the Ethereal plane, if they pass near enough to their hiding place. (The hiding place is where the goats avoid -- the old cave is a red herring, but might hold some nasties unrelated to this plot.)
Perlfive is very bright, and will provide a very helpful interpretation of the riddle, if it is brought to his attention.
In taking, taken; -- How Archi was captured
In making, unmade; -- Archi's death will create another being
In granting, a wager; -- Nikret must risk trusting someone else
In wisdom, repaid. -- ... this is a mystery (for now).
Some townspeople saw what passed between the Xill and Archi, but were killed by the Xill. The party might be able to contact them.
Resolving the Adventure:
Should the party manage to rescue Archi before he dies, he will speak to his father regarding the Xill's treachery, then beg to be killed -- he is too far gone for a simple Remove Disease to cure him of the Xill larva, or his Outsider nature made the Xill larva stronger sooner, or some other handwaving reason.
His father won't have the stomach for the
mercy killing, and will ask the party to assist him in this distasteful matter.
Should they ask Perlfive, he will tell them that he now sees the true meaning of the last line of the riddle -- both that the party can use one of Nikret's granted Wishes to Wish for Archi to be cured, and that Nikret risks much by granting a Wish, for the party could wish that he leave all that he took from the Material Plane forever, and he would be effectively banished from his current fortress, forever. In fact, Perlfive asks that the party use their granted wish exactly thus.
Should the party find a way to cure Archi (which requires a Wish or Miracle), Nikret is grateful and will grant them the full three Wishes he is capable of granting.
Should the party find evidence against Tchakrix but not find Archi, Nikret will grant them one wish, and will not interpret it as liberally as possible.
Should the party find Archi and slay him (as he will keep requesting that they should), Nikret will grant them two Wishes, and will interpret them more liberally if he feels that his son died with honor.
If the party convinces Nikret to leave the Material Plane forever, Perlfive will reward them as best he can -- most likely with the promise of a celestial boon in the future, should the party find itself in great need -- basically, a Miracle postponed.
-- Nifft
* Lantern Disciple: See my page of custom templates at
http://klimt.cns.nyu.edu/~fishman/DnD/templates.html
For a double entendre bonus, Perlfive's granted powers include the ability to shine like a lantern.