Fool's Errand Iron DM Competition #1


log in or register to remove this ad

Group 1, your ingredients are:

1. shadow crocodiles
2. manacles
3. animate dead
4. judge
5. joyful laughter
6. paladin

and your extra, "wild card" ingredient is: owlbear





Group 2, your ingredients are:

1. advanced wolves
2. Leomund's trap
3. solitude
4. boots
5. dwarven waraxe
6. spade

and your extra, "wild card ingredient is: hightened spell

You have until this time on Sunday to submit your entries.
Once again, best of Luck !
 




You can post as early as you like.
I set a 4-day deadline for everyone's convenience and so that no one would feel rushed.

My suggestion would be to post as soon your entry feels right to you.

All the Best
 

Then, without futher adieu -

Ingredients: Advanced Wolves, Leomund's Trap, Solitude, Boots, Dwarven Waraxe, Spade.

Dirge of the Lupis Brotherhood
An adventure for three to four PCs, levels 5-7.

Background: A recent war with a neighboring power, and the thus increased need for metal goods, has created more and more of a desire for unworked metal ores. Small parties have begun to make forays into the mineral rich mountain-sides, staking claims, and more importantly, mining rights there. The PCs are part of one such party, pressing into the snowcapped reaches of a nearby mountain range. Lead by a confident prospecter, they seek a rich supply of iron ore - only, they encounter more than they could have imagined.

Major NPCs: Darrus Tarkis (Male Human Commoner 2/Expert 2) - Darrus fills the leadership role of this particular venture into the mountains. He's an older man, having lead a quiet life in a quiet place. Typically not of the adventuring type, Darrus has undergone this task in hopes of finally making enough capital to retire upon. This, combined with constant reassurances by his "friend" Arliss, have brought Darrus along in a not-so-wanted position of leadership, where he seeks to only fill his portions, find a source of iron, and return home to collect on the royalties.

Possible Equipment - Mining tools, simple weapons (dagger, club, etc.), staking flags, various maps of surrounding area.

Arliss (Male Human Expert 4) - Eccentric is but one of many terms to describe the scholar-cum-anthropologist. Offering to provide capital for Darrus' expedition, the two became quick friends - though not in any traditional sense. Their's is a relationship of quiet tolerence, with Arliss' exclaimations at finds along the way, and Darrus' quiet appreciation and perhaps even respect. Arliss is by no means bumbling, but simply carries a rich, loud appreciaton of his surroundings, and he has a penchant for sketching everything. Odds are, he'll even sketch the PCs.

Possible Equipment - Journal, various magnifying glasses and lenses, rubbing paper, charcoals, a vice of some sort (tobacco, alcohol, etc.).

Brother Graypad (Male Dwarf Fighter 3/Barbarian 3) - Leader of the Lupis Brotherhood, Brother Graypad is a quiet, reverant dwarf. When he speaks, he does so slowly, and laborously - each word is carefully crafted, if not so eloquent. His appearance is striking for a dwarf, being relatively fit, trim, and canine - as opposed to the stockiness of most of the kind. While not a hasty spirit by any means, Brother Graypad is not afraid of violence, and embraces it as does the wolf - a necessity, but only that. His only wish is that of continued solitude for the Lupis Brotherhood.

Possible Equipment - Lupis Waraxe (1d8 slashing damage, 18-20/x3 critical, medium-sized, 15lbs.), wolf teeth jewelry (necklaces, earrings, noserings), wolf furs.

Scene I - A Forgotten Steel Deposit: Several uneventful days into their journey, mostly full of game-hunting, decresing temperatures, and increasing altitude, the PCs will come across a small bowl (around 500yds. X 500yds.) near the top of the mountain. Surprisingly enough, several grasses grow here, and the entire area is pretty well forested in sparse pines. Night has begun to fall, and upon consulting his maps, Darrus reveals that the area could very well be ripe with iron ore. "Grass loves the stuff," he claims.

Upon staking some sort of camp, the PCs have a chance to notice the waraxe buried under a few inches of dirt, with it's haft glinting in the firelight. (Spot check, DC 15, ad hoc +2 bonus if sitting/standing near axe) Upon unearthing the curious weapon, Arliss immediately takes notice, and offers to purchase the axe from the PCs. His prices will range from 5gp until his maximum, 25gp. In any case, Arliss practically begs to examine the object, as it's of "great anthropological merit." Should the PCs fail to notice the item, Arliss certainly does, and quickly retreats to his own designs - leafing through a few volumes, and peering at the weapon intently.

Scene II - Howling and Running: Upon waking, Arliss excitedly relates the following, about the axe, to the PCs, as well as Darrus: "Truly an amazing find, this! A true Lupis Waraxe, relic of the long dead Lupis Brotherhood! Imagine, finding it all the way up here, in the demon's cold and inhospitable. In any case, I am certain it will fetch a hefty price on the collector's market. Keep an eye out for more of this sort of thing, we'll be doubly rich!" Arliss also insists that the PCs do not use the Lupis Waraxe, as it is "most obviously trapped, and thus, most obviously dangerous". (The "trap" is actually an application of Leomund's Trap, used to keep the unworthy from wielding a Lupis Waraxe.) Darrus, shrugging off any such dreams, simply insists that the party make their way to the other end of the bowl, through the grasses and pines, to search the bowl wall for an iron ore source.

Near the close of the day, the PCs, as well as a very frightened Darrus, notice the grasses in the distance begin to shift and sway, as if something is moving through them. After several moments, marking nightfall, these sways become increasingly, and terrifyingly close. (Spot DC 20 for PCs to notice yellow glints of eyes through the closer passes, Listen DC 20 to hear ragged breathing, obviously meant to be kept silent) Suddenly, the grasses erupt in howls, and three massive wolves leap upon the party, rending and biting, glowing dimly silver in the moonlight. (Wolves, as per MM, advanced to 3HD Large.) Darrus enters the fray with a large piece of pine snatched from the ground (treat as club), while Arliss simply grabs a spade from the mining tools as his weapon of choice (treat as light mace). The wolves will fight viciously, but should the party flee, they do not give chase, and slink off into the pines. The wolves will also avoid fighting to the death, and once their HP reaches a suitably low level, they flee into those very pines, avoiding combat.

Upon finding rest for the evening, the PCs may notice a small, gray figure slinking outside of the firelight, a wolf head atop his own. (Spot DC 25, +10 for Low-Light Vision, Automatic Success for those with Darkvision.) If chase is given, the figure is impossible to find or catch.

Scene III - I am Brother Graypad: The next morning, Arliss expresses, surprisingly, his wishes to press onward. Entertainingly, he begins to carry the spade from the previous evening as his weapon, hanging it from his belt like a mace. He also offers his meager skills as a student of anthropology (and thus, humans and their bodies) for healing. Treat Arliss as having Heal +10. Darrus also wishes to press onward, and to stake the mine as quickly as possible, returning back down the mountainside and collecting his much earned royalties. The PCs may be motivated by their cut of said royalties, as well (generally, 25gp a week, per PC). Based on PC need, Arliss and Darrus may or may not have a potion of Cure Light Wounds or two.

In any case, both Arliss and Darrus insist to press on toward the bowl wall, albiet with a much more careful eye. The trip passes uneventfully, and the bowl wall is even reached, and staked. With the bright red staking flags aflutter, Darrus suggests the party camp one more evening in the bowl. "I'd not take kindly to being caught exhausted, on the other side of this cup, with those hounds behind me. I say we rest here a spell, our backs to this rock. Best to defend a front than two, I always say."

Several hours into their rest, the gray figure from the following evening simply steps into the firelight. Should Brother Graypad be attacked, he fights back, using subdual damage and fighting defensively, attempting to call a halt to the violence. If the PCs press attacking, he lets out a howl, and is accompanied by four others (three Male Dwarf Fighter 2/Barbarian 1's, and one Male Dwarf Barbarian 1/Sorcerer 3), as well as the three wolves from the previous evening. Should the PCs successfully defeat Brother Graypad, and the Lupis Brotherhood, among the bodies they find that Brother Graypad is wearing Boots of the Lupis Gelu, detailed later.

However, if not immediately attacked, Brother Graypad is actually quite respectful. He bows slightly, and states slowly, methodically: "I am Brother Graypad." From there, he goes on to spin a tale of the former glory of the Lupis Brotherhood, honored and revered berserkers from an age past. He explains that he is one of five remaining Brothers, and only three of their wolf-kin remain - a female and two males. Brother Graypad expresses his, and their, wishes for solitude as they live their life as they intended, as the wolf. He speaks with a wistful sadness, and a force that easily shows his seriousness. Eventually, Brother Graypad offers to take the PCs to the Lupis Enclave, on the nearby wall of the bowl.

The enclave is small, dry cave, kept free from the snowdrifts that sweep across the grassy pines. Inside, all dressed in the grays and wolf furs common to the Brotherhood, are four other dwarves - all male. While generally quiet, allowing Brother Graypad to lead as his obvious position as alpha male, they do respond when questioned. Their answers, however, tend to be quite guarded. Startlingly enough, the three wolves sleep at the back of the cave, their breathing reverberating throughout it, and their warm a tangible essence.

During the conversation, Brother Graypad requests that the Lupis Waraxe in Arliss' posession be returned, as it is a vital part of each of them. While it doesn't belong to a Brother in particular, it is a relic none-the-less. At this point, Arliss deftly refuses, and the PCs have many options before them. They could purchase the item from Arliss, and give it to Brother Graypad (Diplomacy DC 25, Intimidate DC 20, though I don't advocate the use of skills to resolve situations such as this), convince Arliss to simply give the item to Brother Graypad (Diplomacy DC 30, Intimidate DC 25), or find a myriad other ways to get the axe from Arliss. Darrus takes no stand on the matter, and is simply appreciative of a warm place to sleep.

Resolutions: If the PCs manage to get the axe to Brother Graypad, and offers to the party a pair of Boots of the Lupis Gelu. These boots are as follows:

Boots of the Lupis Gelu - These tall, gray boots offer several qualities to their wearer. First, the boots give Cold Resistance 10 to any wearer. Secondly, the wearer gains a +5 bonus to Spot, Search, and Listen checks, reflecting their heightened senses. As a side effect of this, the wearer's eyes take on a slight yellowish cast, and their features become slightly lupine (sharper cheekbones, sharper chin, pursed mouth, etc.). Finally, should the wearer be a Barbarian, the boots allow the wearer to Rage one extra time, daily.
Ad hoc the creation and price info.

The PCs may even stay and join the Lupis Brotherhood, or attempt to help in their rebuilding. If so, the first and most important step is recruitment. This route could help to solidify the PC party, or give the party reason to travel upon recruitment. This route works especially well with a chiefly Dwarven party, though the Lupis Brotherhood is far from exclusive.

The trip back, with Darrus and Arliss, is quite uneventful. All goes off without a hitch, and the PCs recieve their first royalty payment a week later. After several months, these payments stop, as the mine has been exhausted and is in disuse. The PCs may return to investigate their sudden stoppage of funds.

Arliss does manage to sell the Lupis Waraxe on a collector's market, for an impressive 550gp. Without PC intervention, Arliss keeps the entire sum for himself, though negotiation is always possible.

This adventure also opens doors for a prestige class, Brother of the Lupis or similar.
 


You're in no hurry. The deadline is Sunday. Of course if the whole group gets their entries in before then I'll judge that much earlier and if everyine finishes we can start the next round that much sooner.

All the Best
 

Here we go

There's got to be something I left out, but I think this is all I can manage.

Ingredients
1.shadow crocodiles
2. manacles
3. animate dead
4. judge
5. joyful laughter
6. paladin
and your extra, "wild card" ingredient is: owlbear

Notes
1. This adventure deals heavily in the concepts and meanings of what "Lawful Good" is and what "Paladins" are. These concepts may differ from campaign to campaign. Here this relies on something explicitly defined within the adventure as ONE POSSIBLE CONCEPTION of Lawful Good: characters or players with a different conception do indeed have a chance to debate this.
2. This adventure is written to require a great deal of character discussion about aspects of the setting the player likely does not know intimately: namely, religious doctrine. A dice mechanic will be noted to where necessary, but in general, player roleplaying should take precedence over player dice-rolling.

The Pyramid of Judgement
Synopsis
The Order of Ansek-Raten is a very old society of paladins and lawful good priests. At one time, it had some hundreds of members ranking among the nobility: to wear the emblem of the order marked one out as a hero worthy of the highest adulation and admiration. That time was long ago. Now all that remains is their golden Pyramid of Judgement, the proving ground where candidates and members alike tested their dedication to Law and Good. The tutors and judges of those trials have bound themselves to the pyramid forever, faithful to their mission even after death.
The golden pyramid, five hundred feet high, still sits in the desert, its one great open door a challenge to all who would enter and be judged worthy.
Adventure Hooks
1. Many paladins regard a successful completion of the Pyramid of Judgement as a signal mark of honor. They may seek this out as a spiritual challenge. Lawful Good priests, especially those with a martial bent, also seek the Pyramid of Judgement in the hopes of being found worthy.
2. The Order of Ansek-Raten is very old, but it documented itself very well. The entire history of the order, as well as many bits of ancient history, geography, and religion are scribed on the walls in pictograms. Many scholars would like to examine them, but don't particularly wish to try and be a paladin, for both ethical and practical reasons. They may request a party to enter the temple and take notes while overcoming the challenges.
3. A party trapped in a sandstorm (or by oncoming orc hordes) may take the view "Any port in a storm". They might change their minds after they get started.

Intro room
This room is covered with intricate pictograms granting an overview of the Order's history and the basis of their code of honor, listing their central tenets of courtesy, integrity, self-control, perseverance, and indomitable spirit. It also provides instructions for beginning the test.
There is one closed door in the far wall.
The pictograms are a primitive representation of Celestial: they may be translated with a Decipher Script roll with a DC of 15 if the translator speaks Celestial, 20 if they do not.
The instructions indicate that to begin the test, all who wish to be judged must draw a weapon and touch it to the door on the far wall. Letting go the weapon indicates a desire to cease the test: an admission of surrender. All individuals undergoing the test must hold their weapons in order to progress: a single surrender ends the party's progress.
Opening the closed door leads the party to the Dark Room
Dark Room
This room is completely black and faced with black basalt. It bears a Hall of Speech effect (Stronghold Builder's Guidebook) which permits everyone within it to understand all spoken languages.
When the party enters this room, they find the door behind them has disappeared. There is another door on the opposite wall.
A magic mouth will speak the following in Celestial.
"We begin in darkness, with only our faith. Remember the tenets of our order: courtesy, integrity, self-control, perseverance, and indomitable spirit. Think carefully about what you do.
You will stand or fall together: the failure of one is the failure of all.
Drop your weapon to surrender. All of you must touch your weapons to the door that opens onward to go forward.
Go with your god."
When all candidates touch their weapons to the door on the opposite wall, it opens.

Room of Doors (Test of Courtesy)
Joyful laughter echoes through this most peculiar room as the candidates enter.
This room also bears a Hall of Speech effect, and is lit by everburning torches.
The 40 foot by 40 foot room is filled with narrow stone doors: one for every five foot section of wall, a dozen trapdoors on the ceiling, and four on the floor. Aside from that, it appears to contain twelve people eating, drinking, telling stories, and celebrating. The walls and doors are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If the pictograms are translated, they provide all sorts of information on ancient ettiquette: sort of an Emily Post guide that's 2000 years out of date. There are also descriptions of various social festivals the Order attended, like a very old social register. One phrase is commonly repeated: "Courtesy opens all doors."
The people in the room are actually shadow conjurations of 1st level commoners. The entry of the weapon-bearing candidates will frighten: they will dive for cover and cower.At this point their attitudes should be considered effectively hostile, though they will make no move to attack the party.
The party will likely want to ask someone which door is the door onward: the only answer they recieve is "I don't know." Furthermore, none of the people in the room can translate the pictograms.
This room serves as a test of courtesy. The candidates must, by making diplomacy checks as outlined in the DMG or by other means, adjust the "people's" attitudes to Friendly. Once this is done, the room will be filled with their joyous laughter and all the doors will open of themselves. The leftmost door on the far wall will have another door behind it, all the others open onto the hewn stone of the walls.
When the candidates touch the door with their weapons, it opens.
Dropping a weapon and signaling to end the contest dispells the conjurations and leaves the chamber silent and empty. A figure in plate mail comes through the leftmost door of the far wall and leads everyone back the way they came to the Intro Room.
Pool Room (Test of Integrity)
This 20 foot by 20 foot room has a 40 foot deep pool in its center. An armored figure stands beside it and a skeleton lays beside it. A coil of rope and flask lay beside the skeleton. There is a door on the far wall.
This room also bears a Hall of Speech effect, and is lit by everburning torches. The walls are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If they are translated, they will be revealed as a discussion of the philosophy and ethics of the Order: thoughts on how to be Good. One phrase is commonly repeated: "Corrupt means mean corrupt ends."
As the party enters the room, the armored figure salutes them and speaks the following words.
"There is a holy sword in the pool. You may remove it, but beware the fish. Take the lesson of your unfortunate predecessor." (pointing to the skeleton).
Looking in the pool does reveal fish with large flesh-eating teeth, also a sword on the bottom. It will radiate magic and good if properly examined.
When examined, the flask is found to contain a mystical oil that will, when spread on a corpse, cause it to rise as a skeleton or zombie as if animate dead had been cast upon it. The armored figure will reveal this information if asked.
It is perfectly possible to animate the skeleton, tie a rope around it, send it down into the pool to get the sword, and then haul it back up with the rope. The bones will be unmolested by the fish. The armored figure will mention this plan is "possible" if he is asked. He will not make any mention of whether it is Good or not.
If someone swims down to get the sword, the fish will not attack. The armored figure will throw them the rope if they appear to be drowning, and help pull them out of the water.
The sword is a +1 holy weapon, but is not a requirement to pass on to the next challenge, and the armored figure will explain that as well if asked.

Wall Room (Test of Self-Control)
This 20 by 40 room has a 20 foot high ceiling and a 10 foot wall fully five feet thick across it. There is a band of thick shining grease across the wall. One armored figure for each candidate is standing by the door.
This room also bears a Hall of Speech effect, and is lit by everburning torches. The walls are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If they are translated, they will be revealed as inspiring slogans extolling teamwork to overcome obstacles. A common phrase is "The wall before you may be a step."
The armored figures bring out heavy chain manacles for each candidate and explain that the door is on the other side. They ask if the characters will be willing to don the manacles and help them over the wall
The wall has a Climb DC of 32 (hewn stone + grease). The armored figures weigh 200 pounds each and stand 6 feet tall. The manacles are tempered steel, hardness 12, 10 hp, break DC 25. The unlock DC is only 10. The manacles have a 15 foot length of chain between them.
The simplest way to solve this problem is to heed the inscriptions on the walls. If the armored figures are asked, they will stand next to the walls and allow candidates to climb onto their shoulders. If needful, they are willing and able to boost the candidates over their heads. Standing on their shoulders gives candidates a 6 foot boost: if they can reach up four feet, they will find a groove on the top of the wall that allows them to pull themselves up easily (Strength Check DC 5).
If the figures boost the candidates over their heads, they provide an 8 foot boost, allowing even halflings to reach the groove.
Once that's done, the characters then need only go to the far edge of the wall and ask the armored figures to jump up when they jump down. With the candidate acting as a counterweight, the armored figures will be able to catch the groove and pull themselves up easily. Because the wall is five feet across, the candidate will not hit the ground hard enough to cause damage: they can fall only four feet until there is no more slack on the chain. The armored figures will walk across the wall and pull themselves up slowly enough that the candidates will be lowered slowly to the ground. The armored figures will hang and drop from the wall without any difficulty. They will then undo the manacles and indicate the door in the far wall.

Arena (Test of Indomitable Spirit)
This 30 foot diameter arena has two gated entrances besides the door you came in. This room also bears a Hall of Speech effect, and is lit by everburning torches. The walls are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If they are translated, they will be revealed as military histories and tactical manuals of the order. The histories describe battles with Set (or some other evil god appropriate to the setting). Oddly enough, no one phrase is repeated here.
A voice speaks from the ceiling.
" Prepare to fight the forces of bitter evil and to end the forces of chaos."
The gates open, revealing one inky black alligator and one inky black owlbear for each member of the party. These are created using a shades spell to create shadow creatures: apply the shadow template as normal, then make the 60% power multiplier.
If the candidates fall unconscious, the conjurations will turn their attention from them and armored figures will come out from the gates, stabilize them, and provide healing potions.
If the candidates defeat the shades, they may go through either of the gates: the passages on the other side lead to one central passage, at the end of which lies the door onward.

The Room of the Strict Judge (Perseverence)
This 20 by 20 room is dominated by a dais with a throne atop it.Sitting on the throne is an armored figure.
This room also bears a Hall of Speech effect, and is lit by everburning torches. The walls are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If they are translated, they will be revealed as essays and meditations on the nature of faith and Law. One key phrase repeated constantly is "Law is not arbitrary: it has reasons."
The armored figure will regard the candidates, and then say contemptuously: "You have failed. Go back the way you came." He will not explain why.
Any response brings his answer again. "I say you have failed. Go back the way you came." He will still not explain why.
Any response generates the answer "Be silent! You have failed. Go back the way you came now."
Any response after that brings the courteous answer "Now you have persevered. Now you have succeeded."
He will open the door onward himself for the candidates to pass through.

The Room of Honor
This elaborate chapel contains an altar on which rests one symbol of the Order for each candidate.
This room also bears a Hall of Speech effect, and is lit by everburning torches. The walls are covered with the same sort of petroglyphs as in the Intro room: note the Hall of Speech does not allow for them to be translated magically. If they are translated, they will be revealed as praises of all the gods of Law and Good.
A voice speaks from the ceiling.
"Take what you have earned. Use them well."
The holy symbols of the order grant a +1 sacred bonus to armor and all saving throws.
 

Remove ads

Top