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

Wicht vs Rune – Iron DM entry

Ingredients
A once cultivated Place, now wild and OvergrownThe garden maze in the old Ogathym Estate, overgrown and wild, but still a maze
Awakened ElephantEllie, she hires the PCs to investigate the “Rats” in Kilman and Kulook’s Two Ring Circus
Shifty SmileRubert Kilman’s most noticeable trait.
Rat BastartdJenri Ogathym. The illegitimate son of Rubert Kilman, seeking revenge for a life of heartaches. Also a wererat and the cleric of the God of Vengeance.
Divine InterventionJenri’s deity has intervened in his life in the past. He will again. Jenri will get the vengeance he desires.
Calm before the stormThe period of time right before the night of vengeance. Everything is calm and serene. Things go smoothly for everyone. And then the nightmare begins for Rubert Kilman.

note: Due to the fact that the ingredients have already been explained, they will not be highlighted in the adventure. They are all in there though.

Rats, Cats and an Elephant

This is an adventure for low level PCs, probably about 5th level, though with some tweaking it can be adjusted for other levels. High level PCs with a greater access to divination magic may not have as enjoyable a time with this adventure. The adventure contains a great deal of detective work and roleplaying opportunities. PCs who cannot think without their sword will be soon frustrated. On the other hand, the climax contains enough action to make the more gung-ho type of heroes happy.

PC Introduction: The PCs receive an anonymous note along with some money and half a map. The note, written in a neat and precise hand reads as follows: Greetings Brave Sirs! I am happy to have heard of you and your skill. There is a matter which I wish you to look into. Recent events in the Kilman and Kulook Circus warrant attention. Specifically the untimely death of the Notable and Wise Giorgery Beechstaff. Furthermore there have been several unnerving incidents and personality shifts. Who is at the bottom of it I cannot say but I am willing to pay handsomely for a discreet inquiry. The circus, currently in town, is currently looking for more workers and I wish you to seek employment within. In addition to the sum already advanced you with this note I am willing to pay 5 gp a day expenses per person for as long as the investigation takes. On top of this, I will offer the sum of 500 gold coins per person when the person at the bottom of the current problems is uncovered. Furthermore, I have in my possession a map to a lost treasure, one half of which I have copied and included with this note. The other half of the map is yours when and if you can complete this job. For reasons of my own, I must remain anonymous but rest assured that I am a part of the circus as well and will know if and when you are doing this job.

Background The map is genuine as is the job offer. It is the employer who is slightly different. A Trio of awakened animals in the circus are behind the offer, knowing that something is wrong in the circus. The fact that these animals are intelligent is a secret known only to them and their former companion, the Druid Giorgery Beechstaff. The three animals are as follows: Maxine, a Tigress with levels in Barbarian, Rook, a Monkey with levels in Rogue and Ellie, an Elephant with levels in Expert. Though not a Rogue, Elly’s skills include picking pockets and locks and she is an accomplished pickpocket, better even then Rook. These three animals had adventured with Giorgery until the druid decided to retire. They had then assisted him in an animal show in the circus. Recently, Giorgery died unexpectedly and his animal companions suspect he was poisoned (which he was). Elly, the brains of the three, has also noticed that there have been some personality changes in the circus and these changes bother her. Thus she has decided to hire the PCs. Ellie wrote the note and Rook delivered it, completely unseen. The animals, through their adventuring and through Ellie and Rooks pick-pocketing have the money. It is hidden in Ellie’s wagon. They also have a map, which can be to whereever the DM wants it to be.

The circus is an odd collection of individuals. Many of the performers were at one time adventurers and they have a wide assortment of skills. Some of the other performers are humanoids who find acceptance in the circus which they would not get elsewhere in civilized lands. For many years this circus has wandered the countryside, performing and making a good living for those in it. Originally founded by Rupert Kilman and his partner Maladic Kulook, the circus has been entirely run by Rupert since Maladic’s death a decade ago. Rupert is a rather shifty fellow who thinks of himself as a conniving huckster but the truth is, he has a good heart and always ends up treating his people well. Recently however trouble has struck. There have been several unexplained deaths and there is talk of a curse following the show.

The trouble is actually the result of actions being taken by Rupert’s illegitimate son, Jenri Ogathym. Rupert does not know he has a son, and it is likely he remembers little about Rupert’s mother, who never told Rupert her name (nor the fact that she was the heiress of a large estate). The brief dalliance, which occurred thirty years in the past, had far reaching consequences for Jenri. His mother, having bore him out of wedlock, was publicly humiliated and almost disowned. In the end she killed herself while Jenri was a teenager, leaving her boy badly scarred. Soon after her death, the family went bankrupt, losing everything but the title to their family home. Jenri blamed Rupert, whom he had never meant. As is often the case, Jenri tried to make money as an adventurer in order to reestablish his family fortune. His luck stayed bad though and he almost was killed in a sewer fighting wererats. As he lay dying and sick, deep in a fever, he promised his soul to the dark lord of vengeance if he would be given a chance to kill his father before he died. The god stepped in and in a vision promised Jenri a chance if he would serve as the gods cleric. The fever left Jenri and he found himself a lycanthrope in full control of his powers. He then set off on a mission of vengeance.

After some searching Jenri found his father’s circus and managed to gain employment as a trapeze artist. Since that time he has begun to work a dreadful plan. His goal is to turn the entire circus against his father and then in the midst of his family estate, with all of his father’s former friends watching and approving, he will sacrifice his father to his god.

Jenri does not know about the animals. He did recognize the druid Giorgery as a danger to his plans and so poisoned him. He has also slowly been infecting members of the circus with lycanthropy and thus is “turning” them to his side. The circus is scheduled to stop at the village in which the abandoned Ogathym estate sits in two weeks, coincidentally right at the full moon, and Jenri will have turned a majority of the performers into wererats by that time.

Joining the Circus If the PCs approach Rupert he will immediatelly try to hire them before they even ask. He is looking for performers and guards. There have been three deaths in the last year and he is starting to get nervous. PCs though will get the odd idea he’s trying to pull a fast one on them as he talks. But that’s just his way. Let the PCs join in any act they think would be fun, though they may have to work with other performers who are already in the show.

The Circus Personas (a partial list)
Rupert Kilman Expert 4, NG. The Owner. Rupert’s late partner was an illusionist and a showman. Rupert has always been the man behind the business aspect of the circus. Rupert has a shifty smile and likes to think that he has a quick mind. His trouble is that his face projects every sneaky thought he ever has. PCs should immediately suspect Rupert of something. Everyone else does. Truth be told, Rupert is a softhearted man who cares about those who work for him and often (in secret) overpays or gives those in trouble an anonymous gift. He hates to think that anyone might suspect this though and so puts on his shifty front. He suspects there might be something wrong going on in the circus but is not sure from where.

Jenri Ogathym LE, Wererat Rog3/Cle4; Domains (Death, Trickery) maxed out ranks in Perform, Tumble, Climb and Balance. Jenri presents himself to the public as a quiet, soft spoken man with a penchant for small kind acts. He is very private and rarely shows much emotion. However, when preaching to his “flock” he presents a different front. He is passionate, filled with hate and full of vile
platitudes. He is skilled enough on the trapeze and as an acrobat. He also knows a good
bit more than is healthy about poisons and slit throats. Jenri is intelligent and quick to assess any threats and the best way to deal with them. He will not do anything to jeopardize his plans until the night of the full moon. He might however send minions to kill any threats to his plans.

Ellie the Elaphant CG, Exp5; Pick pockets +12(8), Pick locks +9(8), Move Silently +9(8); Skill Focus (Pick pockets). Ellie the elephant is the ringleader of a trio of awakened animals. When the PCs start investigating the circus, she will try to get close to them without giving herself away as intelligent. She often teases people by lifting items off of them and then giving them back hours later. Ellie and her companions Rook (Monkey Rog5) and Maxine (Tiger Bar5) are worried about the circus. None of the three can speak, but all understand several languages and both the elephant and monkey can write. The three animals will try to help the investigation without being too obvious in what they are trying to do. Because of their nature, a speaks with animal spell will not work on the three which may be a give away. The animals currently work with Hullik (Gnome Rgr1/Exp2) who they like but whom they do not trust with their secrets.

Kiisa Kulook, Female Human Ill4, NG. Theoretically Kiisa is half owner of the circus. The daughter of Rupert’s former partner Kiisa inherited half the circus when her father died. In practice Rupert acts as if he owns the whole thing and Kiisa lets him. She puts on a show full of illusions and magic, some slieght of hand but many genuine illusions as well. Kiisa is rumored to want to control things but she is satisfied to let Rupert run things while he lives. Jenri has a slight crush on Kiisa, plans to convert her before the big night, and then run the show with her at his side.

Margy, human Brd1: The fortune teller. About 50 years old, Margy is having an affair with Rupert. She is also engaged in fencing stolen goods from one town in the next town they visit. She has contacts in several thieves guilds around the countryside

Deolblog, Dwarf Bar4; Str 19. The strongman. He has at times past been an adventurer. Now however he works once a day in shows, using his rage to help him lift inordinate amounts of weight. He has a slight problem with gambling and Rupert has advanced him paychecks more than once to cover debts.

Harthguk, Goblin Bar1/Exp2, Perform +5, CG. The geek. Harthguk was kicked out of his clan for being too nice but he found a home with Rupert. Now he puts on an act of savagery a few times a night and eats a few raw chickens (which he personally enjoys tastewise). Nobody in the show though considers him anything less than a wonderful person. He is a little bit lazy but always glad to lend a hand if the work is not to ardious. He has a great fondness for hot tea (preferably in china saucers).

The clowns The clowns are an assortment of 20 halflings, gnomes and humans who put on various comedy routines during the show. The sad truth is that all of them have been wererats for months and are completely loyal to Jenri. They only show this loyalty at night when they meet with him. During the day, if asked they will be noncommittal towards Jenri or just say, “he’s nice enough I suppose.” Some of them may be sent to attack the PCs if the PCs get too close to the truth

there are of course others and they may be created to suit. The circus has a fat lady, a snake charming lizardman, a full trapeze act, several animal shows (including Ellie and her friends), a horse review, jugglers, fire eaters, a kobold contortionist, and dozens of other exotic and/or magical shows. Many of the performers have done time adventuring and will happily regal the PCs with tales of why they quit that life.

The Payment
If the PCs join the circus, they will find each morning, a small sack with the correct amount of daily gold left for them. Rook will do the leaving, attempting not to be caught doing so. If the PCs start watching, the monkey will make paying them something of a game. Paying them each day at different times without getting caught. The monkey is generally out of his cage and it is common to see him anywhere in the circus. It is something of a joke about Rook getting out of locked cages, though he has never been caught picking the lock.

The plot As the two weeks until the next full moon pass, Jenri will slowly start to attack the performers and pass on his lycanthropy. He prefers to attack under cover of darkness and not allow his nature to be seen. He is not interested in killing, just in passing on the infection of lycanthropy. Those that turn are completely under his control in their wererat form and do his bidding. Many will not remember this afterwards at first. Gradually however they will become completely wererats day and night.

Jenri plans on kidnapping Rupert on the night of the full moon and then with his followers take Rupert to the Ogathym estate to sacrifice him.

The clues
The PCs will have ample time to learn the identity of each person in the circus. As they do so, they should pick up bits and pieces of information, that if they were aware of them would clue them in. Jenri Osathym is known to be of noble but illegitimate birth. Rupert had a reputation for lechery in earlier days. Dire rats have been seen in numbers around the circus at times. Of course Jenri will do his best to mislead the PCs if he gathers they are getting too close. He will send them chasing dire rats into the tents of innocents. He will plant clues pointing to Margy’s fencing activities and Deolblog’s gambling addiction and other such red herrings.

There is also an unspoken tension growing in the show. Most of the performers feel something is happening but they don’t know what. Some of them look at the clowns darkly, but unsure why they are afraid of clowns all of a sudden.

The Calm before the Storm
The day before the full moon everything seems to be going great at the circus. Those that were sick from bites grow suddenly well and have a good appetite. There are no problems, the weather is calm, and even the animals are unusually cooperative. When darkness comes though the calm is shattered as the wind begins to pick up, rain begins to fall and a scream fills the night.

Divine Intervention
There is no way for the adventurers to prevent the climax from occuring. Jenri’s god will step in and make sure Jenri gets a chance for his vengeance. If the PCs try and stop the kidnapping, having discovered it already, then whatever is necessary happens to prevent them from stopping it. If they try and chase Jenri before he can get to the estate, their horses go lame. If they are on their way to talk to Rupert at the time of the kidnapping, a stranger accosts them and won’t let them escape his conversation. Divine Intervention does not have to be direct, it will often be subtle but it will be there. Even to the extreme of spells failing and PCs suddenly fainting.

Jenri’s god promised him a chance at vengeance and though evil, he keeps his word.

The Climax
Margy, the fortune teller, finds Rupert’s wagon broken into and Rupert gone. Investigation shows that Rupert has been forcibly taken away.

A major rain storm breaks as the PCs try to follow the trail and continues until either Jenri or his father is dead.

The trail will lead any following it to the dark and abandoned estate outside of town. There are ghouls now on the estate and other foul things, but the wererats and their priest have taken Rupert into the middle of the old garden maze. This hedge, once so beautiful, is now wild. The PCs will have to find or hack their way through, attacked at every turn by dire rats, wererats and perhaps even an evil imp or two. Finally in the center they will be confronted with the truth as Jenri proclaims his heritage to all who care to listen and prepares to drive a knife into his hated fathers heart. Of course to stop Jenri'’ insane babbling and the knife, they will have to fight the circus performers who are now wererats.

ConclusionEllie and her companions are true to their word and will pay the PCs what they promised. If the PCs have not discovered their secret the three friends will continue to pay from anonimity. If the circus is destroyed the animals will likely seek their fortune on their own, in the wild. If the PCs have discovered their secret, it is possible the animals will want to accompany them to follow the map they now hand over.

OR AlternatelyThis adventure might be fun as a one shot with the PCs being those already working in the circus. Perhaps they are one of the animals, or the dwarf strongman, or one of the clowns, etc.
 

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

Berandor

Cool. If you do - just make sure you post to that thread and claim one before you start - just so we avoid two people doing the same work twice.

Thanks.
 

Ingredients
A once-cultivated place, now wild and overgrown
Awakened Elephant
Shifty Smile
Rat Bastard
Divine Intervention
Calm Before the Storm


This scenario is designed as an introductory adventure for first-level characters. It is mildly epic in scope and assumes at least somewhat heroic characters are playing through it, although this is not necessarily mandatory. Indeed, the adventure may be quite fun if the PCs are not at all trustworthy.

Entropy

Decades ago a wizard lived, with an adventurous spirit. Always, he searched for the unknown, exploring and marveling. This wizard, Frost, by name, went far into the East once and, what he found there shook him to his soul. Why or what that could have been, only Frost knew, but he returned from the East with a new god. Literally--although he didn’t know it. Frost had found something special in the strange religions of the East and built a temple to some strange Elephant-God. His temple was unusual, designed as a hedge-maze with magnificent fountains and evenly-paved foot-paths. Indeed it was a thing of peace and beauty and, consequently, Frost named his temple the Garden.

But then something happened that Frost had not counted upon. He died, and the Garden was overgrown.

With the death of Frost, tales began to abound of a great fortune lost in the depths of his Garden, for few could truly believe that the man would be given over to such a bizarre religion. Surely there was some other purpose for the Garden. Rumors began to flourish all the more when pilgrims from the East began to make their way into the Garden. What they did there, none could say, but some believed that they were looking for some treasure, and others believed that they were protecting some treasure. Both beliefs were, in fact, accurate, but the nature of the treasure could not be guessed at. The pilgrims sought their God, spirited away unwittingly by Frost in the form of what he thought was a statue, and failing that, set tests upon the paths of the Garden to insure that only the righteous would find their God.

The PCs could be drawn to the Garden for any number of reasons, but the allure of treasure is probably the strongest. Even if the PCs have worshippers of nature in their ranks, this particular religion would appear mostly alien to them, if they even hear word of it. Upon arriving at the Garden, they will see a once-cultivated place, now wild and overgrown, once a hedge-maze, now a labyrinth. Upon entering the Garden, a Magic Mouth will open before them on the ground and say, in an exotic accent:

“Walk the paths of a thousand smiles, but stray only where you must. He who would wake the Elephant must first find, and then trust.”

Whatever the mouth means is not forthcoming, and, with a smirk, it closes into the ground again. As the PCs travel the paths of the Garden, they will meet many such Magic Mouths, each with a different cryptic remark and a different, shifty smile. Each remark is a variation on the first, saying the same thing in a different way. They are mostly designed to infuriate and frustrate the person walking the paths.

The Garden has another quality, another test. As the PCs (and other folk within the labyrinth) travel through its passages, the over-grown walls writhe and mesh and twist apart and new paths open while old ones close. This makes mapping a useless endeavor.

Somewhere within the Labyrinth, the PCs will likely run across a creature that resembles a cross between a rat and a human by the name of Rededieb. Rededieb will assert a great many things, but one is that he is of a race called “ratling,” a race that cannot shift shapes as can lycanthropes.

In truth, Rededieb is as sly as they come. He wears always a shifty smile on his face, but it is hollow and ever-changing. He could talk his way into a dungeon and back out again without even breaking a sweat. He is Lawful Evil and as self-serving and deceitful as that implies. If ever asked about his goals, he will say that he is looking for answers in life. This may or may not be true. If ever asked about his past, he will say that he is atoning for past misdeeds. This may or may not be true. If ever asked about his family, he will say that he never knew his father and his mother died early in his life. This may or may not be true. Simply put, everything the rat-bastard says must be taken with a grain of salt. Rededieb is a wererat, but almost always remains in hybrid-form, claiming that it is his only form and that he is of the race of “ratlings” (see nezumi in Oriental Adventures), which may or may not truly exist. Rededieb has two levels in Rogue, with a focus on oratory skills and should be considered an accomplished liar.

Rededieb is looking for the “treasure” within the labyrinth, rumored to be beyond measure. If possible, he will attempt to accompany the PCs as they seek it out (for such he will believe them to be doing, despite any claims to the contrary). Whether or not Rededieb accompanies the PCs, he intends to travel in their footsteps, so to speak. He has become hopelessly lost and is desperately hoping that the PCs will be able to find a way through the labyrinth where he has not. In addition, Rededieb plans to ambush the PCs if they actually do find the treasure, though he hopes that they will lead him out of the labyrinth first. Essentially, he is a deceitful rat-bastard.

Finally, the PCs may actually come across the Statue of the Elephant, thought by Frost to be an idol, but in fact, actually a petrified avatar standing atop a pedestol. There are no Magic Mouths in the presence of the statue, for the pilgrims never found the statue, but the writhing nature of the labyrinth makes it possible that there are Magic Mouths on the other sides of over-grown walls close enough to be triggered, anyway. If this is the case, the will all speak at once, contradicting each other and making rational thought difficult (increasing the DC of all concentration checks in the area by 5). At the base of the statue, the following prophecy is inscribed:

“Beware the Calm Before the Storm,
For in fertile peace grows the seed of entropy.
The God of Cycles slumbers an age
That He may be on hand to stem the tide of sand
That would drown all things living.
But he must wake, or all is lost.
Give of yourself and the ground that gave you birth,
Earth breeds blood; and blood breeds earth.”

Below that, a small hollow in the base of the statue seems to desire that something fill it.

It is not documented how the Elephant allowed itself to be petrified, but the effects of it are far-reaching. With the absence of a living avatar in the world, the Nature God of the East has had no influence in the world, and the East has increasingly been overrun with desert. This has been mostly gradual, but, very soon, a vast sandstorm will rage throughout the East and only pockets of lush life will be left in isolated oases.

The Elephant is an avatar of an exotic Eastern god of nature, unknown, for the most part, in this part of the world. The Garden is its temple and its home, since being brought to this part of the world by the wizard, Frost. The Elephant is Neutral in alignment, but may have a vested interest in aiding the PCs if they awaken it. The Elephant should be considered potentially very dangerous in temperament, but also potentially benevolent. It should have the stats of an awakened elephant with a few Druid levels--the avatar is actually not extraordinarily divinely powerful. Rather, it is expected to live and die within the natural cycle, only to be replaced by another avatar.

Once Rededieb sees the statue, some quick mental calculations convince him that, sold to the right buyers, the chunk of stone could be worth a fortune. The only problem is that he has no way to move the statue. That, and that the PCs may try to awaken it. At this point, in desperation, Rededieb will spring his ambush, especially if the PCs seem to be trying to figure out the (relatively simple) riddle (placing a drop of blood and a bit of earth within the hollow of the statue) to awaken the Elephant.

Rededieb will sneak attack the least combat-able PC, if possible, and then will threaten a coup-de-grace against that PC if s/he still lives. If not, Rededieb will attempt to fool the PCs into thinking that the PC still lives and will attempt to hold that life a hostage in either case. Rededieb will attempt to force the PCs to push the statue out of the labyrinth for him. This task should be beyond the capabilities of the PCs, but Rededieb is not above asking for the impossible in such tense situations.

Ironically, if the PCs have already filled the hollow in the statue with earth, there is a slight chance that the spraying blood of the sneak-attacked PC will waken the Elephant. Now an awakened elephant, the avatar will need to take sides. The Elephant, although an avatar of Nature, still has its biases and a rat-creature (all-too mouse-like in appearance) holding other creatures hostage is not likely to win in such a situation. If awakened at such a moment, the Elephant will charge Rededieb, a divine intervention of the most direct sort.

Of course, if the Elephant is not (yet) awakened, the PCs will just have to think of a way out of their mess.

Even with Rededieb eliminated and the Elephant awakened, the PCs still are not necessarily safe. The Elephant must still decide whether or not to trust the PCs and, consequently, the PCs must still decide whether or not to trust the elephant. The Elephant has the power (really, the mass) to rush straight through the over-grown walls of the labyrinth and lead the PCs to freedom, or could use Druid spells, but he will only do that if he thinks they have the best interests of Nature in mind. However, the Elephant desperately needs to get back to the East, where its divine presence is needed to intervene between the sand-storm that would envelope the East and the inhabitants therein. If the PCs would help the Elephant to make this journey, they are sure to be appreciated and, possibly, well rewarded.

If the Elephant is never awakened, the East will become an almost-total desert within the next year and once-thriving cultures will be lost. This will certainly have repercussions in the West, but what those might be are left to the DM and could likely be the basis for a campaign.
 

Placeholder for Wicht vs. Rune judgment.

Now the bad news, guys: I and my lovely wife are buying a house on Monday, our first purchased home ever, filling us both with excitement and terror. This means that my time for posting between now and Tuesday will be extremely limited. If packing goes very well this weekend, I may have some time to post a judgment; otherwise, it may be sometime next week before I'm able to do so.

I've not read Wicht or Rune yet, but I'll say that Nem vs. Wulf is the first time I've read both entries and not had an immediate gut reaction as to which way to judge.

Daniel
 



Thanks Rune :)

I find it interesting that while the Wererat was an obvious choice for us both to make we both chose to use a garden maze for the wild once cultivatesd spot
 




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