Fall '03 Iron DM Tournament -- Wulf Ratbane is Iron DM!

Wow.

Miss one day of reading, and it all hits the fan!

That'll be a fine saturday afternoon reading for me, the finals.

Good luck to you all, and "Iron like a lion in Zion", folks!

Nem: I'll see whether I manage to copy/paste a RB tourney over the weekend for you :)

Berandor
 

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Wow. I've been following the competition all the way through, and have been exercising my brain by scribbling a few 'what I would have done' notes for each set of ingredients. And I'm pretty happy with what I've come up with in most cases, even for the playoff-for-3rd ingredient set. But the final ingredients, for the title round - wow, they're tough! To whoever wins this round, congratulations and a heaped bucketful of respect. You have most definitely earned your title...
 
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Wulf, I'd intended for both of you to have until 3:15 EDT to complete your ingredients. I'm willing to extend it until 4:08 EDT if Nem is, however, assuming that's when you saw the ingredients (based on your post to the thread).

Daniel
 

Since mine will be in the neighborhood of 37 pages long the more time the better. . ..




just kidding! ;)

About the 37 pages - not about 4:08 being fine. . . which it is.
 
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INGREDIENTS
Illusion of Hell -- a fey testing ground
Queen Bee -- faerie queen
Mammoth Instrument – pipe organ
Silent Killer -- a clue
Magical Sand -- pixie dust
Redemption – an exchange; less technically, the PCs must pass a test of Redemption
Insane Artist -- one of many artists trapped in Hell...
a paragon of perfumed foppery -- the Faerie Queen's love

SCENE ONE:
The Faerie Ring

The DM will need to tailor this first scene—the hook-- to the nature of his players. The basic setup is thus:

As the PCs are travelling outdoors, they will come across a strange encounter. Their first indication may be a low droning or buzzing sound, and eventually they will spot a ring of bright, jewelled flowers. Honeybees buzz around these flowers; the pollen collected on their legs sparkles with ruby, emerald, and diamond dust. What a hive these bees must have!

If the PCs watch closely, or long enough, they will notice that the bees do not seem to be going about their normal activity. Rather, move around the circle in an orderly fashion; their buzzing begins to sound more and more like sad music, and their movements seem more and more like a dance. Eventually, the PCs may even spot the queen bee amongst this group (highly unusual in and of itself).

Experienced players will probably figure out, perhaps too late, that they’ve stumbled across something fey. The DM must set his hook quickly and, admittedly, rather capriciously—but such is the nature of faeries.

The bees, and the Queen Bee, are faeries in disguise, and the PCs have stumbled across a solemn memorial.

The hook is to somehow trigger the ire or the interest of the faeries.

If the players are greedy, the DM may lure them in with vivid descriptions of the jewelled flowers; if they are curious, they may simply blunder in for a closer look. The DM may even be able to lure experienced roleplayers (who should know better!) by describing the song and the dance—it seems incomplete, as if the bees cannot figure out the next note or the next step. PCs who insist on "accompanying" the bees with song or dance will surely trigger their ire.

If the PCs give the entire proceeding a wide berth, they will not see the Queen Bee—rather, she will arrive, full of ire, from whatever direction the PCs head, ensuring that the DM can set his hook.

SCENE TWO:
"A curse on careless mortals!"

The faeries will reveal themselves, changing from bees into pixies, sprites, grigs, and an assortment of other fey shapes both beautiful and grotesque. The tiny Queen has an almost dangerous beauty—hearts will melt at her gaze. She must be loved—but it is a love borne of fear.

When the PCs disturb the faeries, the jeweled flowers will shudder and shake, and the "pollen" will fly as the faeries change shape; they create a cloud of fine, sparkling magical sand or dust around the PCs.

As the PCs succumb to this pixie dust (you may go through the motions of allowing them a Will save) they will gasp and choke. As they fall to the ground they will hear the faeries singing:

A curse on careless mortals
Who disturb our Faerie Queen
Her dirge, her dance, her sorrow
Offered solemn and serene

Now fly, damned souls, to torment:
Hell’s amaranthine fire;
From perdition, springs redemption
To quench our sovereign’s ire.

One soul alone she laments;
Redemption is your goal.
Seek out her lost beloved
And bargain for his soul.


SCENE THREE:
A Hellish Nightmare

The PCs are not dead; they are merely trapped in an illusion of Hell created by the capricious faerie Queen to test them.

In this scene, the PCs will have to seek out the ruler of this particular scene of Hell, and bargain for the soul of the Queen’s lost love. Unfortunately, there are several souls trapped here; though the archdevil seems accommodating enough, he’s not particularly forthcoming. The Queen’s illusion will see if the PCs can figure out which soul she would want to save.

The PCs appear in a dark and shadowy college. The place seems abandoned, though the floors seem well-worn. It is warm here; but it is only through the windows that the players can see the roaring flames of Hell. Inside the halls, they seem safe enough.

The DM should allow the PCs to wander around for a while. Like a nightmare, the place has no fixed structure; it seems to change at whim. Eventually they will find a heavy wooden door, slightly ajar. If they do not enter (perhaps lingering around outside) an elderly voice will call out, "Come in already!"

The players will now meet the Headmaster. He appears as an old man, though with clearly devilish features. His white beard is long and pointed, his eyebrows are bushy and, at the tips, little wisps of smoke float up from the white hair. He has horns on his head and long fingernails.

"Oh, you don’t look like you should be here at all… What can I do for you?"

After the PCs explain their purpose, the archdevil will inform them, "I’ll play at your Queen’s game. Choose any one soul, and you may depart with it. Choose wisely and you all go free; but choose poorly and you’ll all return…"

"There are many souls here, I’m afraid; all bards or artists of some kind, all worthy of a Faerie Queen’s love. Each one is a paragon of perfumed foppery. Unfortunately you can only choose one…"

If the PCs balk at his offer, or perhaps as they’re leaving, he’ll toss out a clue: "Your Queen seeks a silent killer. I’ll say no more than that."

If the DM needs to throw his PCs some action, as opposed to just "a thinking game," the archdevil may also mention, "Each of these souls is now bound to an infernal shell, I’m afraid. You will be required to… part them… before leaving." (A soul, separated from a fleshly shell will appear as a wispy ghost, hovering before the PCs so they can grab it.)

SCENE FOUR
The Candidates


Once again the PCs will wander the empty halls, and occasionally doors will appear. These encounters can pop up in any order.

The Insane Artist
Perhaps the Faerie Queen was in love with this artist, cloistered in a small cell and seated with his back to the door. He is literally bolted to a chair, his flesh stapled down in places, and pierced with hooks and chains that hold him in place before his easel. He has no brushes, merely razors and scalpels; he has no paint, merely his own blood and bile—and yet, he is compelled to paint. Unfortunately, his room is completely devoid of any subject matter save a single bowl of fruit. When the PCs enter, he’ll begin desperately cutting and clawing at himself and furiously painting a portrait of one of them, before his inspiration leaves.

If the PCs choose this creature, despite the fact that there is nothing in particular to recommend him as the "silent killer," they’ll be forced to fight a kyton.

The Mammoth Instrument
The PCs wander into a huge chapel with a tall domed ceiling. At the far end is a massive pipe organ, and another unfortunate artist pounds madly at the keyboard. The pipes of this organ are made from the enormous bones of some animal (sure, perhaps a mammoth…). Try as he may, however, no sound comes from the instrument. Scribbled sheet music stands before him—notes marked, scribbled out, marked again. It looks as if he has been trying to create a masterpiece, but he cannot hear the music.

As the PCs approach, their footsteps will echo loudly through the hall. "Quiet!" the musician will scream. "Can’t you see I’m composing!" At this the musician will turn and the PCs will see that he is, in fact, decomposing.

This creature is a horrific wight; and he does, actually, have a silent killer. If the PCs attempt to engage him, he will furiously work the pumps and slam his hands down on the low end of the scale. The resultant sub-sonics are silent and, yes, quite deadly. The blast from the pipe organ can rupture organs (though the specific deadly details are left to the DM).

The Death Jester
The next candidate could only be spawned by Hell itself: this performance "artist" is a mime— a mime of death![ The PCs come across him in the hallway and will have trouble ridding themselves of him thereafter. He will caper and prance alongside them, annoying them with "Walking against the Wind" and "Trapped in a Box" and generally getting underfoot.

This performance artist, however, is more than meets the eye. Fitting, perhaps, for his abilities, he’s also a high-level monk, and may prove to be more than a match for the PCs—especially if the DM gives him that most feared ability of "silent killers," the Quivering Palm.

Additional Candidates
The DM can throw additional candidates at the PCs as he sees fit. The common theme among them all should be some sort of Perform skill.

The Queen’s Beloved
The PCs will find this final candidate sitting in a small dormitory room, seated before his vanity table. He is extremely handsome, and his attention is fixed upon his mirror. He will pay little attention to the PCs; he’s certainly not much of a conversationalist, preferring instead to check his perfect teeth, his perfect hair, etc.

Scattered around the room the PCs will find many love letters, some of them seemingly tossed aside, stuck under books, etc. The letters are from a variety of girls, all professing their undying love. The young man will barely take notice if the PCs show an interest in the notes ("Help yourself, I’ve got plenty...").

As they look deeper at the notes—perhaps, even, a pile of unopened letters—the PCs will discover that some of this man’s admirers threaten suicide if he does not return their love. In all likelihood, though there’s no written record of it, some of them did just that.

This candidate’s silent killer is unrequited love—the broken heart.

The PCs should realize that this candidate is the most suitable for the Faerie Queen, though it is clear he has no desire for redemption, even if it were possible. To choose him, however, they must separate him from his fleshly shell-- but that should not prove difficult. The only real difficulty for them now is whether or not they choose to rescue this soul from Hell, at all.

SCENE FIVE
Conclusion


When the PCs return to the headmaster without a soul, and ask him to return, he’ll accommodate their wishes. Likewise, if they return with a soul, correct or not, the PCs will soon awaken in the center of the faerie ring.

If the PCs chose the correct soul, they will awaken to find a reward from the faeries—a bit of gold and some minor magic items.

If the PCs chose the wrong soul, they’ll awaken—to find themselves stripped of gear, left naked, and painted in motley colors.

If the PCs return without any soul at all, they’ll awaken to the Queen herself. She’ll ask why they have returned empty handed. If they explain to the Queen that they felt "her beloved" did not deserve to return, the Queen will laugh and disappear in a cloud of jewelled dust—leaving behind even greater riches for the PCs: gems, jewelry, and a fey- or charisma- related magic item crafted specifically for each PC.
 


Ingredients
Illusion of Hell
Queen Bee
Mammoth Instrument
Silent Killer
Magical Sand
Redemption

BONUS INGREDIENTS:
Insane Artist [Courtesy of Nemmerle]
Paragon of Perfumed Foppery [Courtesy of Wulf Ratbane]

The Court of the Queen Bee Atop the Mountain of Power

Background:
Not many people remember when the giants ruled the world and humans were their slaves and ogres served as their overseers, but those in the know (sages and scholars) have always wondered about that ancient empire of giants and what secrets might still be hidden from that time. Especially since in these modern time giants have a reputation for being erratic and downright mad. In the far northern edge of what is called the Outland, stands “The Mountain of Power” – an ancient giantish fortress made in a mountain of iron and stone. Legend has it that the King of the Giants ruled from there and that it was the sealing of that place that led to the eventual collapse of that empire . Over the passing millennia, groups of would be plunderers and adventures would climb the mountain and descend into one of its many cave entrances to never return; while other scholars and religious figures felt that whatever dwelt in that mountain should be let alone or else what is disturbed in there might threaten the freedom and prosperity of humanity.

However humans can never leave well enough alone.

King Foster of the Kingdom of Adantoreign has ordered a Royal Mission to explore the mountain of power and return with any lore and items of ancient magic that might be found there for use against the ogre hordes of the Kingdom of Hargh, who have been threatening the southern border for too long, and who (according to rumor) are being organized by giants (who interestingly don’t seem so crazy) who have returned from their exile. He is also anxious for any more mundane resources to bolster the leaky coffers of the Crown. To this extent, he has ordered the Royal Archeologist Jeremiah Simone de Gua to put together a team of adventurers to explore the place.

Hooks

In Over Their Heads Scenario: In this hook, this adventure can be used for a low (perhaps even first) level party. Royal Archeologist Jeremiah Simone de Gua in an attempt to save money gathers a group of nobodies with promises of fame and riches. If this is used for the kick-off adventure for a campaign, then there is little worry about getting the PCs to agree – as the group actually being put together could be a perfect way for the PCs to meet. For a pre-existing low to mid-level group, if the promises of fame and riches don’t work, Simone de Gua, a paragon of perfumed foppery, will use a tact that would work best him, social pressure, and will attempt to blackmail the party with threats of never being hired for any job and how using his contacts and the king’s ear would make sure their reputations suffer and perhaps even an official inquiry into their past dealings and acquisition of treasure. Of course, if he uses this method he will not endear himself to the party at all – which should make for good opportunities for role-playing along the way.

The Some Things Are Not Meant for Men to Find Scenario – In this hook, the party could be pressured to accept the Royal Mission by a church official or member of a secret organization to make sure nothing too powerful makes its way back into the hands of men. There are lots of legends about the magical powers of the ancient giants and the powers they worshiped and some people are scared of the results of this royal mission.

The Veterans Scenario – The PCs could be veterans of adventures/skirmishes against ogres and their modern giant masters and thus are sought out for their expertise on the subject - and of course for their loyalty to the crown.

The ‘We Just Want to Steal Stuff’ Scenario – Less reputable PCs could be contacted by a rival nation or a thieves guild to go along with the mission (using favors and deceit to get them hired) – but the idea is to use the king’s resources to bring back stuff to be sold to the highest bidder, or to be used against the Kingdom of Adantoreign.


The Journey to the Mountain of Power

The DM can make the Journey to the Mountain of Power as eventful or uneventful as he likes, but I recommend having at least one or two small “random encounters” to allow for a chance for Royal Archeologist Jeremiah Simone de Gua’s personality to shine under extreme duress so that they know what they are in for. One possible encounter could be with a group of ogre mercenaries sent from the Kingdom of Hargh to stop them (spies having discovered of the mission). It is always fun to outfit a group of “classed” ogres. Jeremiah Simone de Gua is a total fop and armchair archeologist (exp6/LN) who has no real field experience. He gained his position through political chicanery and nepotism – and really thinks he will prove himself here (he is self-deluded). However, he will constantly complain about the conditions on the road, the lack of proper facilities, have a servant who accompanies him and carries a golden chamber pot, and he has at least three bottles of different kinds of perfume. He will often refuse to become involved in combat, “that’s your job! he will insist. However, he is extremely intelligent and well-read and despite his foppishness and overly-fine and inappropriate clothing and gear, and his ridiculous miserliness (he has the cheapest quality of anything that is not a personal belonging and any equipment he requisitioned for the party), he does have the potential to become a strong character who aids the party in the trials to come. The key to this NPC should be “growth” and how the PCs deal with him will do a lot to determine if he remains a spoiled whining brat, or whether he rises to the occasion and show the mettle that earned his ancestors their noble title and lands (the latter of which his older brother squandered in gambling).

Another possible “side” encounter, could take place as the group enters the mountains. They can come across an aurumvorax lair, and Jeremiah Simone de Gua’s greed and miserliness might lead him to order the party to help him slay it for its hide. Needless to say such a dangerous creature is not easily handled – and it would do well to enlighten the party as to the Archeologist’s demeanor, and also chasten that demeanor a bit as he realizes the dangers of the outside world.

Another “encounter” the party should have as they approach the mountain is a field of impossibly huge summer flowers.


The Mountain of Power

Old school Gygaxian dungeons inspire the Mountain of Power. It is the site of an ancient underground giant fortress/city/castle now home to a variety of creatures that have taken over various portions of the dungeon. The inside of the mountain is honey-combed (and in some cases, literally (see below)) with a great number of huge tunnels, ramps stairways, chambers and avenues that once housed giants. Among these can be found a variety of treasures, both magic and mundane (if ancient giantish treasures of any sort can be called mundane), that the party and the archeologist can collect, along with a great deal of lore. However, much like those dungeons of past the level of danger in various areas varies, and unlike those dungeons of old, I have tried to pay attention to the ecology of the place.

Obviously, I cannot provide a map of such a place of huge scope, but I hope to describe some of the key area – including the throne room/audience chamber of the Giant King, where the great encounter will take place (if the PCs get that far). The mountain is pockmarked with entrances, so the PCs will have a choice about at what level they want to enter the mountain of power. However, one thing is clear. It is unusually quiet in the area around the mountain, and those with wilderness lore skills (or knowledge: nature) would note that it seem there is little or no normal animal life immediately around the bald mountain. There is a forest of immense redwood trees about the mountain however, starting about a half mile from the base of it.

The unnatural feeling of the mountain comes from the diabolic nature of forces used to power Castor’s illusions (see the nest/audience chamber) and the creatures that can be found here as a result should all have the fiendish template applied to them.

The Lowest Levels: The lowest levels of the Mountain of Power are home to several colonies (2 to 5) of fiendish monstrous spiders (both large and huge in size). They survive from hunting not only each other, but mostly by hunting the fiendish monstrous bee-men and catching those that wander down into the lower levels. Among the lower levels and the spider colonies can be found the now cold forges of the giants. Here is a great source of unused ore (the logistics of which to carry out of there should be a nightmare for the PCs). There can also be found literally tons of giant-size breast plates, shield, spearheads, swords, axes and other weapons, along with metal wheels, rods tools and the molds for making them.

There can also be found in these levels, vats of stones that were being ground to sand in the midst of a great ritual circle. While none of the partially made vats detect as magical, it was here that the magical sand the giants used for their building projects was made and enchanted. Examination of the vats will show a slaughter block suspended over the vats with sluices for blood to run down into the vats. The stains of blood and bits of bone should still be visible up there. The old and infirmed (and disobedient) slaves were sacrificed here as part of the magic.

The magic sand was used to move large slabs of stone and seal them together in the massive building projects of the giants. Anything dragged over an application of the stone is considered to be three-fifths as much as it really weighs. And stones set together with it, gain an increase of 2 points of hardness and 5 points per inch of thickness. Here is another resource that King Foster would love to have for the war. Working batches of the sand can be found in other areas of the Mountain of Power (see below).

Trapped in some of these working areas are poisonous gases released over time from the ore and carbons of the place. This silent killer (silent in more ways than one – since the spiders avoid this area) is most concentrated at the bottom of poorly sealed shafts where the human slaves were once lowered to scrape the ore from the mines below the mountain. These unintentionally traps of rotten and warped wood collapse when 200 lbs or more are place on them (reflex save (DC 16) to leap aside) for drops of various depths (from 20' to 80'). At the bottom of these shafts can be found the skeletal remains (mostly dust) of human slaves (the DM can through in some skeleton undead for higher level parties – since those who fall may have to face them alone). Some of the skeletons are wearing rotting masks that if worn give a +2 circumstance bonus to the save versus the poison. Among the bones can also be found magical amulets that detect as abjuration. The amulets hold the symbol for protection from madness. (see the audience chamber below).

The poison gas once inhaled for one minute requires a save (DC 16) or lose 1 CON and then a secondary save one minute later or lose another 1d3 CON. The save must be made every 10 minutes someone is in the gas.

The Middle Levels: Among these levels can be found what were once the sleeping quarters, dining rooms, kitchens and other living areas.

These areas are home to a small tribe of goblins (not fiendish) who worship their chief, a greater barghest. The goblins live and die by his word, and go on excursions throughout the Mountain of Power to find magical items, kill the bee-men (in an on-going struggle for control of the upper levels) and hunt the spiders of the lower level for food. The goblins also make hunting excursions out to the forest beyond the mountain to hunt for normal animal meat as even their normal willingness to eat anything is tested by the foul fiendish ichor of the spiders. The barghest wants them to eat the foul meat as part of its plan to have a whole tribe of fiendish goblins. He also wants to recruit more goblins from the surrounding area under his black flag.

This area of the mountain is important because it gives the PCs someone to possibly communicate with. The barghest will see the party as a possible pawn in its struggle to gain more power, and if the possibility presents itself it will portray the bee-men and their queen in the worst of all possible evils – and encourage them to go defeat them. Of course, he will keep close tabs on the party using a crystal ball he scavenged from this place. Of course, he will try to charm the weakest willed person in the group (perhaps Jeremiah Simone de Gua).

There should also be a great amount of ancient giant coinage to be found here as the goblins have been hoarding it.

Tomb of the Kings: Somewhere on the way up to the upper levels is the Tomb of the Kings. This immense chamber is the size of an enter cross-section of the mountain, and it floor is covered in the sand that was used build the walls of the various biers and vaults and sepulchers. The goblins and bee-men avoid this area for even they fear the dark power that can be found there. Among the maze of vaults shamble ogre zombies that were sealed in here with their dead masters and have broken free from some of the crypts. There are also the preserved skeletons of mammoths propped up near those that once used them as war-beasts. (The mammoths were the most common animal used by the giants of old for war, food and labors – but now are long extinct). The DM may also want to add a mad giant wight (use a fire giant as the basis for it) that has been trapped in here for centuries (you can add some wight spawn of former adventurers too for the sake of verisimilitude and depending on the level you run this for.)

In the center of the Tomb of Kings is a mammoth harp. Sized for a giant, its frame is carved of mammoth bone and the strings are made of some black metal and shine pristinely. It detects as powerful necromantic magic. Playing the harp at all summons all the undead on this level. They immediately begin to attack all living things. This includes two giant ju-ju zombies preserved in the dirt floor. Also the mammoth skeletons become animated (used dire elephant stats and apply a skeletal undead template). However, if the harp is played by someone with the perform skill in harp (at -2 circumstance penalty per size category smaller than large) who can make a perform check (DC 18) can control the undead as long as it is played (and for a number of rounds afterward equal to their Charisma modifier). The harp can be used to control/animate up to 60 HD of undead.

This powerful item should create a moral quandary for the party, since it is would be very useful for the war against the ogres and their giant masters, but is dark purpose and use would have most good characters balk.

The tomb should also test the PCs willingness to start smashing open vaults to collect heirlooms and other treasures that might be found within (and possibly more undead). This place should be quite haul for the PCs in terms of expensive artifacts and giantish minor magical items, but the more they delve the more dangerous it should become.

In addition, samples of the magical sand discovered in the lower levels can be found in 100 lb sacks near the areas that do not seem to have quite been finished.

The Upper Levels/Honeycomb: The upper level of the Mountain of Power is home to a hive of fiendish bee-like creatures. This area of the complex should fill the PCs with awe, for the large halls and chambers of the Royal Quarters have been filled with the sticky honeycomb material of bees, to create tunnels that twist off in every direction and at varying sizes. Traveling through here should be treacherous and difficult, especially when the party comes across the worker bees and then eventually the warrior drone bees. As these creatures share a hivemind, the entire colony will quickly be alerted to their presence, and the DM should play up the feeling of desperation and being hunted. The drones will also set up ambushes in places where groups of them can attack from more than one direction (even above).


The stats for this race of fiendish bee-men are easily enough converted from the stats for the giant bee in the 1st ed. Monster Manual 2 (I could not find anything appropriate in any 3E source I have on print or online). The workers should be 2d8 hit dice and do 1d3 damage with their stinger, which has a mild poison (DC 14; Damage: 1 Dex/1d2 Dex). However, the workers being the most plentiful and expendable of the colony then lose 1d4 points of Con a round after stinging until they die. The drones have 4 HD and do 1d6 points of damage with their sting, but the poison is a bit stronger (DC 16; Damage: 1d2 Dex/1d4 Dex). The poison causes victims to swell up painfully and turn a blackish shade of purple. The drones also use short spears (being able to attack with both the sting and the spear), which are made entirely of woody plant material. This is in addition to whatever fiendish qualities they possess. And of course, they can fly.

The PCs may actually have to smash through honeycomb walls to examine the contents of the chambers up in this area. The stuff has a hardness of 4 and 5 hit points per inch of thickness. Clever PCs may see this entire immense beehive as another possible resource for their kingdom and the war effort. If they can figure out a way to collect the large amounts of honey on a regular basis they can help feed soldiers without taxing the farmers of the kingdom too much. However, remember the source of this sweet stuff is fiendish – so whatever effect it might have on those that eat it could make for a whole other adventure.

The chambers themselves should be galleries of statues of iron and gold, a war room with a bas-relief map of this area of the world as it looked over a 1000 years ago. This huge map could be another resource for those wily PCs looking for more than gold and magic to win the growing war. It might show passages and passes that have not been discovered yet by the humans that could be used to ambush or block approaching ogrish armies. It might show the locations of other ancient sites to be looted. It might show possible locations for headquarters for those giants in the south leading the ogre hordes that would be targets for pre-emptive attack.

The upper levels are haunted by the ghost of an insane artist, a human (see Backstory Redux below). He cannot affect physical reality and his insanity makes it difficult to communicate with him as he will buzz, shriek, speak in ancient common, giantish, sing and just act bizarre. But most of all he will when at his most “sane” beg for the PCs to not go to the audience chamber and to ”not seek redemption for my sake”. (see below)

The Audience Chamber/Court of the Queen Bee

This chamber sits on the planed off top of the mountain that is unreachable from the outside (except by flight). It is here that the past and the present eerily mix. This round, domed chamber should be well guarded by bee drones, and up upon the dais (mildewed thrones now cast in a corner) is the Queen Bee.

The queen bee is the center of the hivemind, and while basically motionless (speed 5’), she should have reach with her huge and dangerous stinger (does 3d4 damage; poison (DC 17), damage: 1d6 Dex/1d8 Dex). She has 8 hit dice. This is in addition to her fiendish qualities. The larvae present here have 1 HD, no poison and do a 1 hp bite.

This chamber’s domed ceiling has seven scenes made of incredible detailed statues resting in niches just above the dome’s support. In each scene there is a depiction of one of the classic forms of torture and suffering from Hell. (The DM is free to make up his own, or can use the classical ones from Greek mythology).

Backstory (Redux): Aloisisus of the Divine Hand was one of the last Giant King’s most favored and pampered human slaves. Known for his incredible artistic ability in all areas (painting, sculpture, poetry, song) it was said that he must have had a divine hand – but the truth is he had a hand guided by infernal forces. For he was the tool by which the Dukes of Hell that the giants worshipped caused the giants’ empire to collapse – for all contracts even (or perhaps especially) infernal ones expire.


Aloisisus was given the task of creating diorama of statues for the audience chamber, and he did, knowing that it would be the last piece of art he ever made. Aloisisus was also involved in the cause for freedom of the human race from their giant slave masters, so even as he created the statues as instructed by infernal dreams, he also worked on a way to make his own people immune to the evil powers that would be unleashed (thus the amulets that could be found on some of the human remains). The desire to do good and the influence of evil on his soul began to drive the already eccentric Aloisisus increasingly mad. When the statues were done and unveiled and their true purpose revealed, he forgot to where one of the amulets he had made on sleepless nights and was effected by the statuary as well.

Each of the scenes has carved upon it permanent symbols of madness. Those who enter the chamber will become immediately effected and trigger the illusion of hell.

The drones having fought things in here before will try to hold off on entering combat, choosing to simply surround the queen waiting for the illusion/insanity to take effect. (A combination of their hivemind and their fiendish nature makes the immune to the effect). The DM should build the tension here, having the statues seem to move from the corner of their eyes, perhaps hearing the distant screams of prolonged suffering, and smelling the scent of brimstone and sulfur beneath the sickly sweet smell of the honeycomb. These elements increase until the chamber becomes the illusion of an area of hell, the statue scenes come to life. While the insanity this causes is like the insanity spell (i.e. confusion) the DM should describe the effects not in pure mechanical terms, but create extensions of the illusion that make the randomly determined action make sense. It the fiendish power behind these illusions that causes the insanity, and that has permeated this place. Of course, the fiendish bees flying in and out of the illusion will make it all the more maddening.

Examples are: if forced to attack a friend he might suddenly appear as a fiend or a bee-man. If forced to wander away one could hear the voice of an old love suffering at the hands of a devil, etc…

The insanity here is infectious, and spending time with an unprotected person will expose them to the mental disease (Will save, DC 20). It has an incubation period of 1d8 days. Those infected believe that hell is growing on earth, but one must actually try to talk and reason with an infected person for 10 minutes to risk infection.

Over 1000 years ago when the statues were revealed the madness affected the giant king and his court, causing chaos and leading to the giants beginning to slaughter each other. Other giants left the Mountain of Power infected by the insanity and began to slaughter others and as others came back to the mountain to mountain to investigate they were infected as well, until the giant empire began to come apart. The slaves in the mountain protected by the amulets were able to escape and slowly bring slaves in other parts of the empire into hiding, living a kind of feral savage life until most of the giants were gone – and then they emerged to become the dominant race.

Just as the time of the giants has past, the infernal dukes who made a deal with Aloisisus have come to collect on the time of the humans. The PCs by coming here are acting as the catalyst for the on-going cycle. If they become insane and flee this place, they will bring the infectious insanity back to civilization. (Note: The giants that are leading the ogre hordes in the south are the first generation of giants to be wholly free of the insanity.)

The “redemption” the ghost of Aloisisus talks about is not spiritual redemption, but rather aid he gained in bringing down the giant kingdom is now being redeemed by the Dukes of Hell in the form of bringing down the human kingdom(s). The PCs may make the terrible error of thinking they are somehow redeeming the mad ghost by seeking out that chamber (how is that for a rat bastardly twist?).

While destroying the statues will keep others from coming here and becoming infected, it will not cure those already infected and because of a clause in the contract, open a gate to Hell which will allow a team of barbezu (2-4) to come through.

Destroying the stone statues will be harder than usual as they were made with help of the magical sand (see lower levels) and samples of the magical sand can still be found in clumps in the rear of the niches.

Conclusion(s)

Obviously, this huge site needs to be populated with more specific encounters and objects to be found, any of which can lead to a large number of possible consequences.

Depending on what scenario you choose as a hook there could be a variety of consequences for the taking of various items and objects described in the adventure - in particular the magic sand and the mammoth instrument.

Of course, the consequences of the infection of insanity are the most worrisome – but if this adventure is used as the set-up for a campaign the growing insanity might make a great backdrop. Adventuring during the turning of the great cycle of history should make for a memorable campaign.

Crafty PCs may even suggest a plan by which the giant leaders of the ogre hordes could be tricked into going to the Mountain of Power themselves and becoming insane – thus staving off the cycle for some more generations.
 

Oh crap! I forgot the minor detail that the tall flowers mentioned in the beginning are where the bee-men pollenate/feed (part of the whole ecology of the place). :(

Oh well, shouldn't make a difference.
 
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