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Holiday IronDM

Sharlizze’s Angels (an adventure for PC’s level 8-10)

Ingrdients:
Dwarven bandits
Women’s clothing
Ancient Monk
Naga
Scroll of Miracle
Simulacrum


Synopsis:
This adventure is more of a social/political “who dun it?” than a combat heavy slugfest. The players must find and return a very valuable scroll without embarrassing to locals too badly. A savvy reader will notice several references Charlie’s Angels which can add some lightness if you find the adventure getting heavy handed, or the player’s are getting frustrated. To be successful, a party should have a Rogue or Bard with significant ranks in gather info and bluff, or cleric or paladin with significant ranks in diplomacy. Even a Barbarian with some ranks in intimidate can add value.

Background:
In a low, temperate set of hills somewhere in Greyhawk, an uneasy truce exists between three power centers. A kingdom of hill dwarves, rich in metals, and minerals, a tribe of Orcs, rich in woods, foods, and fresh water, and a Monastary of Monks, who maintains the peace between the two, in order to keep economic and military stability in the area.

For the three daughters of a very wealthy dwarven noble, however, life could not have been more boring. Absinthe, Mythrille, and Ruvee did not find dwarf stomp dancing, or the endless militia drilling interesting in the slightest. And they certainly did not intend to be married off to some overstuffed merchant, insistent on pulling on their side braids lecherously…no-siree!

Instead they endlessly explored the hill’s rocky underground, enjoying the minor secrets therein. Here they encountered Sharlizze, a Guardian Naga sorceress. Shalizze recognized the potential in these bright young dwarvish gals, and helped train them to become an elite group of bandits, running covert missions in the local hillside and underground. Over time the now highly skilled girls (Ab is a L7 Rouge, Myth a L6 Sorceress, and Ru a L6 Bard) took on freelance missions from a few dwarves, travelers, and even civil orcs, if the price was right.

All this is looked upon with great amusement, by Walks with Winter’s Clouds, the Monasteries Ancient Monk, and former leader (Monk 15). Using his Slippers of Airwalk (a custom magic item), he sits on clouds and watches them benevolently. In fact, he has become a de facto supporter of the ladies, going so far as to cover up the girls tracks on some of their earlier, clumsy missions. He regales his brethren with stories of the girl’s misadventures, and this keeps the otherwise cold monastery warm with the Monk’s laughter.

Still, there just wasn’t anything too significant for the young bandits to do! The Naga was too conservative to teach Myth any “real” magic, there were no tough fights against “evil’ to get into, and there was nothing too valuable to steal, really, without being downright nasssty, and at heart the girls were basically good, if headstrong.

And then the miracle happened…well, a scroll of miracle, that is. The young ladies were hired by a quiet, cautious orc to steal a simple scroll from a caravan traveling to the Monastery, and the girls were only too happy to oblige. Oddly, the caravan guards were unusually competent, and they fought with a desperation that gave the girls a funny feeling. When the lovely bandits went to the meet to give the scroll over to the orc and get payment, they found him dead, pierced by no less than a dozen crossbow bolts. Worse still, the Naga is pressuring the girls to give HIM the scroll – he says for their own benefit, but the girls, realizing they are over their head, are not sure who to trust now. Certainly not their father, who is unaware, even, of the girls talents.

In reality this scroll was to be used to perform a Miracle at the Monks temple (you can choose the miracle to suit your campaign), and it’s going missing poses a very serious problem for the Monks. They are putting pressure on Walks with Winter’s Clouds to do whatever it takes to get that scroll back, as they know it HAD to be the dwarf bandits.

Enter the PCs…

Plot Hooks:
1) The party could contain a dwarf, in which case a relation of that characters from the hill clan could appeal to the group for help, saying there has been some hostilities from a local Monastery recently, and no one there can “get their head out of their arse long enough to solve the #$%*@ problem!”

2) The PCs could be hired by a party (in a nearby town) that supplied the scroll of Miracle to retrieve it, and return it to the Monastery.

3) The PCs could be approached by the Orc Tribe, seeking revenge against those that slew the quiet, cautious orc (who was in reality, the Orcish second in command) or at least find out why he was killed.

4) Nosy PCs could simply be passing through the hills and have the lady bandits raid them during the night: On chasing the raiders, and finding the dwarven kingdom they are likely to become embroiled in the search for the scroll.

Encounters:

#1. The Dwarven bandits. This is the first and most likely encounter. It’s not like the girls have ceased their activities altogether: they are young and foolish. The girls know the valley pretty well, and have spells and items focused on stealth and evasion - they should be able to get away without being killed, and yet still lead the party to the dwarven kingdom. This encounter should be staged outdoors, and at night. Absinthe has many ranks in Move silently and Pick Pocket. Myth and Ru, will use Empowered sleep and/or charm spells to waylay and night guards (The girls are really not that vicious), and Ab might try a subdual sneak attack. In any event, once they have a semi-valuable item, they will dash off into the night. It’s important that the GENDER of the bandits not be revealed casually, as this is one layer that the DM should allow the players to uncover. It would be typical for many gaming groups to assume the highly competent bandits were men (and they often disguise themselves as such).

#2. Talking with the dwarvish Lord. As the PCs approach the dwarven kingdom, and ask for entrance, they will be invited to a feast/social gathering. In an unsurprising coincidence, although the King is indisposed, a prominent noble (the father to the young ladies) will host the event. Here is the perfect opportunity for the PCs to use gather info, bluff, intimidate, and diplomacy to determine the who, what, and when of the scrolls disappearance. In fact, have the girls show up tardy to the event. Experienced, savvy adventurers will note that the girls are special right away: spot checks for well concealed weapons, magic items revealed by detection spells – but the ladies should not detect as evil (as they are chaotic good). Remember the father will not want his honor insulted by having his daughters accused of stealing.

#3. A meeting with the Orc tribe. Depending on timing, Circumstance, and plot hooks, an envoy of Orcs may approach the party before they ever get to the Dwarf kingdom. Although they will paint an innocent picture of their second in command being most foully murdered by the “bandits” (they do not know the bandits are female), your party can again use bluff, gather info, sense motive and diplomacy to determine that it was the Monks, seeking revenge who killed the second in command (still…this should lead them back to the dwarven kingdom, and looking for bandits.) I suggest that the second in command’s retinue have this information.

#4 An Encounter with the enigmatic Walks with Winter’s Clouds (Monk 15). While he wishes the return of the scroll in a very real way, he desperately desires to do this in a way such that no harm comes to the girls. He will be evasive in indicating the exact guilty party, but he will freely provide that the scroll is in the dwarven kingdom, that the Monastery MUST have the scroll back, and that there is a delicate balance of power between the Monks, the Orcs, and the Dwarves. Again, have the party sue diplomacy, bluff, and sense Motive to feel out the monk (and don’t forget good role-playing!) In fact, if the first encounter with the young ladies is going poorly for them, you can have the Monk intervene to save their bacon.

#5 A “virtual encounter” with the Guardian Naga, via Lesser planar allay, scrying, or other remote communication device. Though he will not reveal his location, or his involvement with the bandits, the Naga is a very powerful Sorcerer. The DM should feel free to use the Naga to help the party get by stumbling blocks of trying to locate the scroll, or dealing with the intricacies of dwarven/orcish politics. He will even go so far as to reveal that the bandits are female if the party is really stumped.

#5 Final Encounter: At some point, reasonably discreet PCs will confront the girls, whose first instinct is to RUN. The ladies have set up a variety of escape routes, and traps set up to waylay the PCs. At least one of the ladies should be able to elude the party’s grasp. And lead them through some dark tunnels to at least some of these suggested areas:

a. One of the tunnels will lead to a sliding/falling trap that will drop the party directly into the girls changing room! Filled with women’s clothing including plenty of women’s unmentionables. The girls have constructed the trap such that the party will knock over several brass urns of jewelry, alerting the lady’s men-in-waiting, and creating an awfully awkward situation for the PCs as the guards and servants discover the PCs up to their elbows in frilly dresses and bra’s, with a loop of pearls hanging from a disheartened short spear (you get the picture)

b. A secret room that is pitch dark, and cold (make checks for cold subdual per the DMG). The characters, on lighting up the room, will discover the three lady bandits in much more serious, military regalia, including gleaming martial weapons. They will attack the party ruthlessly, using flanking, the uneven slippery ground, and the darkness to their advantage. In reality, these are simulacrum’s created by the Naga, intended to scare off weaker opponents, or fool an ignorant party into believing they have slain the girls. The simulacrums will not leave the room.

c. The girls training room. The floors walls and ceiling to this room are covered with ropes, ladders, mats, and weights. It is padded for silence. In this room, the girls gain a +2 circumstance bonus to hit, dues to their intimate knowledge of where to stand, and what to hang on to keep an opponent off balance. In addition, there are covered pits, dart traps (sleep poison), and snare spells places in random spaces within the room, which the girls are aware of, but the players are not. Have Absinthe and Ruvee use tumble, jump and balance to get around, for effect! This is where any direct combat with the girls would take place. If any one of the girls is knocked unconscious in this room, the other two will immediately surrender, crying and carrying on – this time genuinely. They will appeal to the party to heal their friend, or let Ruvee use her cure light wounds if Ruvee is not the one to drop.

Resolution:

The scroll is kept in a simple basket in the ceiling of Absinthes bedroom, which contains a small anti-magic zone, preventing simple divination and scry attempts. Once the scroll is had, the party can play out the ending in several different ways. Will they vilify the girls, and chastise the Dwarf noble for his indulgence with his daughters? Will they vilify the Orcs, for being the cause of all this trouble in the first place? Will they preach to the Monks, for allowing the girls to remain unchecked in the hillside, when they knew what was afoot? There is the potential to make three powerful friends, or three powerful enemies (or some combination) in this region, depending on how the PCs handle things.


Spinoffs:
#1 The default Guardian Naga is instead a Dark Naga, and is evilly using and influencing the girls to get access to that scroll, which he will use to complete a truly vile rite, turning the girls into intelligent undead under it’s sway.

#2 The Monastery is Lawful Evil (rather than the default Lawful Neutral), and returning the scroll means the Monks will be able to complete some vile rite.

#3 The orcs are more sinister, and wanted the scroll simply to disrupt the existing power structure, so they could go to war with the dwarves. In this spinoff, the orcs will try to get the theft of the scroll blamed on the bandits, and describe the bandits as agents of the drwarven kingdom, hoping the PCs will tattle to the Monastery
 

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At 2,200 words and no less than three factions, incognito really shot for the stars on this one. Let's see how close he got.

A note on spelling: Incognito types faster than he edits, so the typos, mispellings and occasional grammatical goobers were pretty much expected. Were this IronDM, I would expect that it would at least get run through a spell checker first to catch the more obvious things (like 'ingrdients'), but it's not, so I'll just point this out and move on.

Ingredients

Dwarven bandits
Women’s clothing
Ancient Monk
Naga
Scroll of Miracle
Simulacrum


The dwarven bandits, ancient monk and naga were vital to the scenario, and except for the naga, very well done. For my comments on the naga, see Knotty Naga, below.

The scroll of miracle is purely a macguffin. No mention is even made of what the monks are going to use it for! What's more, an obvious hook was missed - the bandit-like PCs (for those bad boy parties) hear about it, and attack the guards at the same time as the sisters. As it is, the scroll could have been a sponge of corn removal for the ancient monk, and been as essential to the plot.

The women's clothing was cute, but seems unlikely to make it into the scenario. It's unecessary, but is an interesting use. The simulacrum was similarly sidebarred, though interesting.

Synopsis: I would have liked a brief overview of the scenario structure; otherwise this was good. The overview might have looked something like this: "Dwarves, orcs and monks fight over a scroll, while three girls get caught in the middle; the PCs must untangle the knots and get the scroll to the right people."

Knotty Naga: The naga's motivations are never actually discussed, except in the shadow naga spin off. It looks like he set up the orc in the first place, but why? Given that the naga precipitates everything in the scenario, a glimpse into its motivations is very needful here.

They're Girls? Throughout the text, keeping the girls' gender a secret is labelled important. But it doesn't seem to be, unless it would help identify them in some way. Is it just a random secret to uncover? Or is it, like the six-fingered man in Princess Bride, the only way they can be found out?

More Words: A few lines devoted to who knows what would have been good, especially considering the investigative nature of those scenario. The girls' father, the naga, and the orc bandits, in particular, needed some fill-in. The ancient monk knows everything, naturally ;).

Yummy Politics: I'm very happy with the political possibilities in this scenario. That's specific to me, of course. I would have liked a short note on how each group felt about each other outside the scroll, but that's more than easy enough to infer or make up on my own.

Solid Structure: Good hooks from a variety of directions, plenty of layers of secrets to uncover, and a solid collection of factions for the PCs to interact with.

Twists Are Good: I like having the twists. That is all.

Conclusion

Two ingredients are very well used; the naga was decently used, but could have used some more information; the women's clothing and simulacrums got half points for being interesting; and the scroll was a bomb. Overall, however, that's about 4 good ingredients, which is above the average for IronDM ENWorlds.

There were some things that were weak in the scenario, like the naga, the girl secret, and the scroll... but overall, this was a scenario I'd be willing to run with very few modifications. Good job, incognito!
 

Whew! Those critiques always rip me up inside! Yikes! Still, 4 out of 6 stars ain't bad, coming from seasong.

..and about my spelling: I typed the thing in MS word, for the love of glub! Blame the corporate spell checker, not the bad speller (yeah! that's the ticket!)

..and where are my extra points for the mutlicolored "holiday" at the top...

..and I'll be writing up exposition as soon as my ego recovers - seasong - how do you do it?

..and yes, the Monks will be using the scroll of micracle to summon a - what was it? "sponge or corm removal" from celestia, where they are most common :)

all in all, I'm honored you liked it. I take pride in my poorly spelled, but interesting scenarios...
 
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Very nice.... but...

...I will hold off a ful critique until after mine is judged in Nem's thread; after all, we are using the same ingredients.
 
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exposition

Of the six, that stupid ingredient simulacrum was the hardest for me to deal with.

Although it's rich in flavor, it just never semed to want to fit into my scenario. I bandied about the idea or having the Naga create a simulacrum of himself, instead of the "angels," but he is supposed to be a secret player (he does not want his "true" identity revealed." I also toyed with the idea of having the Naga replace critical players in the dwarf and/or Orc storngholds with Simulacrums, but that's too eeevil, unless I went with a spinoff.

The Naga is, very obviously, Charlie

Why are the bandit's women? I was suprised that seasong came at me so hard on this one, ss there are three good reasons:
1) As I stated directly, most parties will look for male, rather than female suspects. I believe this is a layer worth uncovering. Remember, the girls often disguise themselves as men.
2) In order to better incorporate the ingredient women's clothing (which I though was an ingenious, non-deadly trap. It was in part lifter from a (contact) story hour, in fact.
3) In order to keep up metaphor for "Charlie's Angels" or course!

The scroll, the scroll, the scroll. Ok, I admit, I could've been more specific with the miracle. But I couldn't think of a great one, and I was betting a DM who incorporated this adventure into his campaign could. With respect to it being a macguffin: objects like this one are usually perfect candidtates, so I was happily trite in this regard. I though the three spinoff options vindicated the early ambigiuity, but unfortunately, it may not...

Which brings me to my BIG, GLARING, ERROR: seasong, oh seasong, how did I forget that plot hook? It was tickling in the back of my throat all night long - yet when I began typing, it elluded me, like the name of an 80's song you hear 1/2 of on the radio. I am shamed, I should've taken the time to nail that down. Which is yet another reason to edit, not write (heh!) ;)

A final note on Synopsis: I use it to set tone, and that's about it. I find no where else can you telll another DM directly what a scenario is all about, how you intended things to play out, and what the expectation is from Characters, than in the synopsis. Should I have been more specific about the adventure details, probably - but the background with me is so rich, well, I though that would cover it enough.

so, that's my two cents...Seasongs critique zeroes in on a few things with alarming sharpness, as per his usual.

But wait! Seasong-san, (wink) where is your Iron DM submisison with these ingredients?

:D
 

I'm not sure if it is complete enough, but simple is best.

Paladin's holy mount
Gargantuan fire beetle
Crippled rogue
Flooded mine
Diary
Intelligent Greatsword

The grey steed had served his master for many years. The steed had found it difficult to leave the Paladin's body, but there was no longer any hope. They were too far from anyone to help the warrior or help his holy mount from helping him. The horse was feeling the call to return from whence it came. It travelled south many days, avoiding encounters, until it passed along a trail through a thick copse of trees where it was caught unawares by a human rogue dropping onto its back from above. The rogue, adept at riding, was able to keep the saddle as the wiley mount attempted to throw or scrape the rogue off on passing trees. Plunging into an open area, they ran headlong into a into an open abandoned mineshaft and fall scores of feet to splash into a deep pool below. Each is unhurt. There is a large raft tied nearby, and the rogue helps the near panicked mount onto the top of it. Breathing hard, they both eye each other warily. The mount knows the rogue is a horseman, and has been chafed sorely by his saddle which he cannot remove. The rogue removes the saddle and tends the mounts wounds with ointment from the paladin's saddlebags. The mount notices the rogue's silence and the fact he has no ears. When he is done, the rogue picks up the sheathed greatsword to move it aside. The sword speaks to him, startling him. They have a long conversation about how the mount came to be riderless and how the rogue came to be minus tongue and ears, making him mute and deaf. The sword told the rogue that as long as he held it, the sword would allow him to speak to anyone telepathically, including the mount. It will also protect him from fire damage. The mount and sword encourage the rogue to help them get out of the complex and return to the family of the paladin. The rogue goes through the saddlebags more carefully and finds a diary with information that will allow him to find the paladin's family.

The adventurer's have entered a cave complex with flooded passages around its perimeter. Within the perimeter of dry caves, the party has continually fled from a gargantuan fire beetle.

The adventurer's encounter the rogue, mount, and sword on the raft. The sword allows the rogue to communicate with the party.

The beetle cannot harm anyone on the raft unless it comes close enough

The rogue could be convinced to surrender the sword to a capable fighter to allow them to defeat the beetle.

The family of the paladin will be grateful for the return of the sword and diary, and to know where the body lies.

The body of the paladin is armored with magical plate mail.

The mount will be glad to be free of the saddle and cave complex.
 

Imhotepthewise said:
I'm not sure if it is complete enough, but simple is best.
True words!

Do you want me to critique this, or do you want incognito to critique it against mine? (In the latter case, I can still critique it, just after incognito).

Speaking of whom: incognito, I'm doing the ingredients in order, as I have time. I'll get to those eventually :). I also want to give nemmerle time to rip open the current contestants using them.
 



Imhotepthewise and Seasong: not the current match up, becasue I don't really agree with the less is more approach. Although everyone need not be as much of a boor as I am, I like meat (more words) to work with...

Imhotepthewise: for example: you neglect to include plot hooks, and what level the adventure is suitable for. This would be a very one sided judgement for seasong, not becsaue his is better, but becase it has all of the basic elements besides the ingredients that often decide the IRON DM competition.

Do you want to give it another shot, keeping the above in mind? I'll judge that!

seasong: you just want an easy victory, you bad man!

....but by the way...how do you rate my latest Entry, as compared to the RBDMs club submission?
 
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