Holiday Iron DM!!!! {Final Judgment Posted!}

Here's the scoop:
I tried to log on at roughly 4:40 this afternoon to post my first round entry...but due to problems on the site could not do so. I tried in vain for the next two hours, but couldn't get past the Main Reviews page. I left for a Little League Board Meeting at 6:40 and just returned home.

I have NOT looked to see if I've been disqualified. I have NOT looked to see if Zappo managed to avoid the site server problems. I am hoping that you will all consider my entry as valid since we use the honor system, and I imagine others had similar access problems today. I've tried to explain the situation without excuses, and will accept the judge's ruling without argument. Regardless of the outcome (which may already be determined), I hope you all believe that I would have made the 24 hour deadline if the site had not gone kaput.
 

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GRACE UNDER PRESSURE
For 4-6 characters of levels 7-8

Ingredients:
angry halflings
kazoos
wishing well
cavalry
hat of disguise
hydra

Background:

Our story begins some four hundred years ago. An adventuring halfling cleric, named Rudyard Thorngage, recovered a powerful magical item from a very nasty crypt. This item, actually a rod of absorption, quenched the cleric’s wanderlust, and he decided to return home to establish a temple to Yondalla. On his arrival, Rudyard was dismayed to find that an order of priests devoted to Olidammara, through trickery and deception, had gained substantial influence within the city of Gladwin. Rudyard spent a short time gathering the necessary resources to vanquish the chaotic clerics, eventually leading an assault on the rogue priests. Yondalla’s disciples were victorious, not in any small part thanks to the rod of absorption. Only one cleric of Olidammara managed to escape with her life, Janna Winterbough, a young elvish Initiate, who fled into the surrounding wilderness seeking refuge and swearing revenge.

Janna bided her time, as only elves can, and eventually Rudyard and his contemporaries died. The temple of Yondalla largely forgot about the battle that established its foothold. Janna found a wayward soul, a young disfigured human boy, who had been abandoned due to his grotesque visage. Janna took the boy, Zentras Grace, under her tutelage, and taught him that her order had been terribly wronged by Rudyard and his fellow clergy. She explained to Zentras that the ill-gained victory was solely the result of a powerful item wielded by the halfling high priest. But her years of careful observation revealed that those in the temple of Yondalla were unaware of the item’s power, and cared for it only as a significant reminder of their temple’s founder. Zentras enthusiastically immersed himself in the divine study of Olidammara with Janna’s warped guidance, and began to display a special affinity for animating objects. Upon her deathbed, Zentras swears to Janna that he will fulfill her quest to obtain the rod, and thoroughly undermine the church of Yondalla in the eyes of all.

…Flash forward another 15 years…

Grace has honed his craft as an animator, and has begun to ply his skills as a toy maker of some renown. He has set up shops in different towns and villages around Gladwin, never staying in one place long enough to attract any serious attention. What he really wants is to serve his deity through the mischief his toys propogate…and to exact some small measure of revenge for all of the unpleasant stares his disfigurement has caused him to endure. Wanting to be certain that every child can take home one of his toys, Grace offers children his toys in exchange for any item that has a personal value to them. A drawing, a marble, a piece of yarn, whatever the child holds close to heart makes the perfect payment for one of Grace’s creations. The toy maker uses the personal items that the children trade him to make his scrying attempts easier, and looks for items of value or interest in the kids’ homes. Grace has enchanted his toys to animate a week after leaving his shop, and these dolls, figures, and puppets dutifully serve their master by providing some means of entry into the child’s home. Once that is done, the way has been paved for Grace’s prized possessions, his cavalry, a set of one dozen exquisite miniature figures (toy soldiers on horseback), which he has animated to infiltrate the homes and retrieve the items of interest therein.

But Grace and his toy minions are discovered by and elvish wizard named Malandoc D’Lanashae, whose keen eyesight spots the cavalry infiltrating the home of a neighbor and follows the soldiers back to the toy maker’s shop. Malandoc begins to formulate his own plan, a plan which will allow him to effectively control the five-headed hydra that he’s polymorhped into a toad. Malandoc threatens to reveal Grace’s activities to the local authorities unless the toy maker agrees to design a vessel for the hydra which would function like a Figurine of Wondrous Power. To facilitate cooperation from Grace, the wizard offers something in return. Undrestanding that Grace will be more successful in luring children into his store if he appeared as a kindly old man, the wizard offers to create a Hat of Disguise for the toy maker thereby hiding his facial deformities. Malandoc assumes the role of an apprentice toy maker (like Santa’s elves...had to make a holiday reference) and the two soon set up shop in Gladwin.

Grace and Malandoc have been in town for almost three months, during which time Grace reveals to Malandoc his plans to steal a rod of absorption kept within the church of Yondalla. He figures it will take another month or two to effectively infiltrate the temple with his toys, but the mage has no intention of waiting that long. Without informing Grace, the elf adopts gaseous form and steals the rod from within a sealed chamber in the halfling temple. He then uses the rod as a means of establishing greater influence over Grace, who immediately recognizes that his divine spells will no longer be of use against Malandoc now that he possesses the rod. Grace’s toy shop is strategically located along a merchant’s row which looks out on a city plaza, at the center of which is a wishing well. In describing Gladwin to Zentras, Janna indicated that the priests of her Order knew the well to be a central hub positioned above old mining tunnels. The toy maker has been sending his cavalry down the well at night, where they access the abandoned old coal tunnels. Most of the buildings in town have coal chutes in their cellars, which allow the toys to enter and pillage under cover of night.

Grace has been casting the shadow of guilt upon the halfing portion of Gladwin’s population. He knows that the access doors, and the well itself are not large enough for access by anything larger than a halfling. Therefore, the halflings have been brought under suspicion by stolen items Grace’s cavalry have intentionally left placed near the well, and coal chute doors. While this limits their ability to operate going forward, Grace is more concerned with discrediting worshippers of Yondalla, and figuring out a way to get the rod away from his “apprentice.”

Needless to say, the halfling priests and population (approximately 35% of Gladwin) are very angry at the aspersions being cast their way. And they're even more incensed by the disappearance of Rudyard’s scepter, which they attribute to human retaliation for the burglaries. Relations with the humans have become very tense, and certain proprietors have taken to only serving their own race to avoid open conflict.
The humans are also concerned by the mounting tensions, and the city mayor, Gregor Scrote, sent his chief investigator, a paladin named Devon Nordfal, to uncover the truth surrounding recent events. During his investigations, Devon finds several broken toy parts including a small saddle and a spear. He pays a visit to Grace and Malandoc, whereupon he’s ambushed and made captive. Devon is placed under the effects of a bestow curse spell that causes dysphasia, which makes everything he says come out jumbled and nonsensical. His thoughts and memories are totally clear – he’s just unable to communicate. He’s being held in a cage within a small room underneath the toy store.

PC Hooks:
1) The mayor is seeking to hire adventurers to track down his missing esteemed investigator and hopefully determine the root of Gladwin’s recent problems.
2) The halfling clerics are offering a reward to anyone who helps recover their lost artifact, and clear their name as a race with respect to the recent burglaries.
3) PCs may pass through Gladwin on their way to other adventures, and any time spent in town is likely to reveal the mounting tensions and discourse involving recent strange events. Curious characters will have no trouble gathering information, and accumulating stories.

Encounters:

1) Nat Bundungle, a first level gnome bard specializing in the entertainment of young children…and annoying just about everyone over the age of eight or nine, whose instrument of choice is the kazoo. In fact, he wears a vibrantly dyed linen vest that bears seven velvet kazoo pockets holding seven kazoos. These instruments were sold to the bard by Grace, who convinced him that each one is tuned to a different key. Bundungle entered the toy shop seeking minor "tuning adjustments" for his 'F' kazoo, just as the paladin was being subdued. Grace took the time to cast bestow curse on the gnome, but did not harm him otherwise, because local children had seen the loud and annoying gnome entering the store. Bundungle will seek out PCs attention and aid. He will attempt to explain what he witnessed, but is suffering from dysphasia, and the PCs will need to either magically remove his curse or otherwise decipher Bundungle’s gibberish and gestures (fun for the DM).
2) A minor Xorn lives in the tunnels at the base of the wishing well. He feeds upon the precious metals tossed down. If PCs are capable of entering the tunnels (if a character is or can become halfling-size or smaller), they will encounter the Xorn. If the PC offers him precious metals and can speak with it in Terran (it’s common is kinda rusty), the creature will tell the character that it has sensed many small feet traveling through the tunnels at night.
3) A secret door in the toy shop leads to a stairway down to a cavernous room. In the center of the room is a table, upon which sits a jar containing a toad (the polymorphed hydra). Some parchment containing arcane writing sits next to the jar. A knowledge arcana check (DC 15) will let the PCs know that the writing has something to do with an alchemical means of turning toads into gold. An alchemy check (DC 15) will reveal that the writing is nonsense. There are some shelves with toy parts, and some books. Beyond this room is an alcove which now serves as the cell in which the paladin investigator is caged. Grace has cast a glyph of warding on the doorway, so that if the paladin crosses the threshold, dispel magic will be cast upon the polymorphed hydra in the next room. The paladin knows about the glyph, but he cannot speak clearly due to the curse upon him.

Conclusion:
Opportunites abound for investigative roleplaying, but limited combat encounters. Grace (11th level cleric of Olidammara; Domains -- Trickery and Chaos) has no real wish to fight, but may be cornered since many clues point to him as the primary evil-doer in Gladwin. In the characters manage to flesh out Malandoc’s insidious plans, they’re in for quite a battle. He’s an 8th level wizard, but wielding the rod of absorption makes him difficult to effectively assail in combat for the party’s spellcasters. Malandoc is very likely to release the hydra from its polymorphed state (if that hasn’t already happened from the glyph noted above) if things start going badly for him, then escaping via gaseous form or other spells. He presents a lovely recurring nemesis (assuming he escapes), and it’s possible Malandoc may haunt the party in future adventures.


Edit note: I corrected a botched BOLD highlighting one of the story elements.
 
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Quickbeam said:
Here's the scoop:
I tried to log on at roughly 4:40 this afternoon to post my first round entry...but due to problems on the site could not do so. I tried in vain for the next two hours, but couldn't get past the Main Reviews page. I left for a Little League Board Meeting at 6:40 and just returned home.

I have NOT looked to see if I've been disqualified. I have NOT looked to see if Zappo managed to avoid the site server problems. I am hoping that you will all consider my entry as valid since we use the honor system, and I imagine others had similar access problems today. I've tried to explain the situation without excuses, and will accept the judge's ruling without argument. Regardless of the outcome (which may already be determined), I hope you all believe that I would have made the 24 hour deadline if the site had not gone kaput.

Quickbeam, go ahead and post it - I was going to announce a six hour extention for you and zappo anyway. . .

So you are still within the time limit if you do it right now :D
 


nemmerle said:
Just under the wire ;)

Yep. The time does fly, and the site problems made for a LOT of extra anxiety today. Hopefully the story does this tournament justice :)!!

And FWIW, please feel free to insert whatever deities correspond to those supplied, as would befit your individual campaign worlds...
 
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Drawmack vs. Wicht – Round 1 – Judgment

Right off the bat, Drawmack, I have to say it seems like you had a hard time incorporating the elements of the adventure. The fact that you had to work such bizarre wishes into the background of your scenario made me wary. But then again to even get to the wishes part of the background we need to accept that a party of adventurers were seeking to retrieve a rod of wonder (of all things from an evil cleric powerful enough to have access to some wishes (why didn’t he use it to save himself?)

The problem with this adventure is that it sets the rod of wonder as the item the action pivots on – but fails to give any uniqueness or special purpose to warrant this desire for its retrieval – not to mention that it plays against character to have some evil cleric named “darkhart” to want a rod of wonder of all things, and to see it as his great weapon (because a great weapon it isn’t).

Now, the cool thing about Drawmack’s scenario is that what he describes as “Darkoneuos Heights” reminds me of some old school Gygaxian mega-dungeon – I like his inclusion of other elements that give the place a sense of depth – this is an old school “dungeon complex” with vying factions and different monsters – Darkhart and his kobolds are just part of it. I like the orcs with the toll of mead – makes me think it wasn’t the first time they met up with adventurers ;)

However, the use of the actual Iron DM ingredients seemed uninspired. . . Where did these half-fiend children come from? What is their story?

The awakened rabbit as a guide was a good idea – but the coincidence of the revenge plot and the PCs wanting to go after Darkhart anyway seems too thin. A better idea might have been a humorous turn when the party realizes that the shadowy figure that wants to hire them is really a cute little bunny!

Now wicht’s entry on the other hand, while having a weak hook (or at least no concrete examples to run with), integrates the ingredients much better in his entry.

The use of a briarwood to incorporate the briar patch, and his clever fusion of the half-fiend children and the ankhegs and tying that in with the “nature-focus” of the adventure’s protagonist, the rabbit – Though how a rabbit can use a wand is a mystery to me.

The stealing of the mead seemed like a weak plot element, but the idea that a party may go chasing “simple beer thieves” and end up fighting giant fiendish insects has a certain charm to it.

In this case I have to say the winner is clearly, Wicht – our old “iron horse”.

Drawmack, I don’t think your adventure was bad, and I particularly liked the “old school flavor” – but in the end the game is about the use of the ingredients, which was your weak point.
 

Round 1: KDLadage

============================================================
KDladage vs. Mirthcard
Ingredients: Dwarven Bandits, Women’s Clothing, Scroll of Miracle, Simulacrum, Naga, Ancient Monk
============================================================
Another day in the life...
This is an adventure that is designed to not happen all at once. In fact, it should be (ideally) handled as two brief interludes between other, non-related adventures (Acts I and II) followed a complete adventure in and of itself (Act III). Act I should take place early in the character's careers (levels 1-3). The events should happen in such a way that they almost forget about it by the time Act II comes along. Act II should take place when the characters have reached some respectable skill (levels 7-9). The connection between the events of Acts I and II may or may not be revealed in time for them to prepare for what awaits them in Act III. Act III is designed to be an adventure in and of itself and should take place when the party has reached the higher levels (levels 15-20). The adventure sequence will also run best if the PCs are either Elven or allied with a local group of elves (otherwise, the races will need to be shifted in the descriptions below).

ACT I: The Odd Bandit
The adventurers are tasked with escorting a Elven dignitary from the PC's home, back to the Elven Woods (if the PCs are themselves Elves, they could be escorting the dignitary back from a visit in foreign lands). The dignitary should be a low-ranking noble with one or two personal servants (Dignitary: Aristocrat-3/Expert-2, Servants: Expert-3/Warrior-2). Ideally, this should be a rather long trip -- through rough terrain and outside of normal patrol zones. As they pass into a rather remote area, tensions are high. In the last village they passed had reports of Dwarven Bandits. Sure enough, as they pass rather close to Dwarven Lands, they are assaulted by several groups of Dwarven Bandits. Each encounter should be rather plain -- simple combats. Each should be fairly easy to dispatch (1d6 Dwarves, each a Warrior of level 1-3 should do well). The Dwarves should be lightly armed and armored and have obvious signs of malnutrition and poverty -- these are not so much criminals as they are desperate. The Dignitary should find them all to be disgusting and dirty (play it up -- he should be a bit of a foppish sort). In one encounter, however, once the PCs have dispatched the bandits, the DM should have one of them drop a half-dozen skins from several unknown species of snake. Before he dies (yes: the DM should give this guy a dying speech if possible) he will speak with fear of the one with "eyes of deadly yellow that beckon and call" as his life fades away. The Dignitary should show no signs of interest in the skins at all. Although it is not required that the PCs keep the skins, the third act will work best if they have. See below for ideas on how to make sure that they keep them!

INTERMISSION 1: The Dignitary
Once delivered safely home, the dignitary should reward the party -- but tightly. The pay should be less than was originally agreed to, or perhaps just low based upon standard expectations. Still, it should be obvious that the Dignitary is arrogant and unkind. Over the next little while, should the PCs inquire as to the status of the dignitary, they will find that he is moving up the social ladder rather quickly. He is granted titles, lands and increased responsibility. By the time Act II comes along, the man has reached an advancement of (about) Aristocrat-5/Expert-5 or so. Also, within the land, things have been tough. It has been a rather harsh winter... and the city where the PCs have their homes has been victim to a rash of petty thefts. One of the PCs should even be a victim of these thefts...

ACT II: The Old Man
It has been some time since the PCs did such mundane things as escort a dignitary across an uncontrolled region, and as to be expected, they have had their reputations grow. So, it is not surprising that one night, in a tavern (in the typical D&D style) they are approached by an old man who inquires as to their willingness to do him a favor. He is, of course, willing to pay handsomely. If the PCs are apt to look for such things, they might notice the snake-skin boots the man wears, and how they appear similar to several of the skins they found on the dwarf those long nights ago. However, if asked about such things, he will not say much. Anyway, the Old Man would like the party to retrieve something for him -- an article of Women's Clothing that was stolen from him. It is a rather expensive silken veil that is the old man's only remaining memento os his late wife. It was stolen about a month ago, and he recently discovered its whereabouts -- in the Keep of the local lord. It would appear it was sold on the black market. He has taken his case up with the local lord, but the local lord is an unkind and unsympathetic sort that refuses to listen to reason.

Once the PCs agree to recover the item (see below for how to deal with PCs that will not take the bait) they find the Keep a tough nut to crack. Once they reach the chamber where the veil is kept, they will find a veritable stockroom of personal effects that have been stolen from various people about the city. In other words, the recent rash of petty thefts is being organized from this very Keep. Within the room, however, are two things they were not expecting to find: a large metallic table with a human-sized (medium-creature) and shaped indentation, sort of like a mold; a chamber that is enchanted in such a way as to create snow and ice; and a very, very old man sitting lotus style in the center of the room as they enter. He is an <b>Ancient Monk</b> (Aged Human, Monk-12/Rogue-4 -- unarmed).

At this point, there are two possibilities: either the party defeats the monk, or they flee (the monk will not kill them outright, and no matter what the party attempts, they should fail in outright killing the monk -- he should escape with his life). Should the party defeat the monk, reinforcements will arrive shortly after to drive them from the Keep. Should the party flee, they should have a tough time of it, but get out safely. Regardless of how the party is driven from the room, three things should happen: first, they should get the veil somehow; second: they should have at least one item of theirs left behind (this can be dropped, knocked or stolen by the monk); last: they should get a distinct smell of carrion at some point.

Once they get back out into the city -- they should be unable to locate the old man... again, if the PCs are astute, and apt to notice such things, they might have noticed that the monk and the old man were wearing the same snake-skinned boots... Regardless, they are about to be arrested for breaking and entering (and theft) from the Keep. And the Veil is the piece of evidence that will get them locked up.


INTERMISSION 2: Trial and Tribulation
It is possible that one could run the trial. It should be a relatively short affair; lop sided, an obviously purchased judge -- that sort of thing. Have the party get a relatively stiff sentence (say -- a year of imprisonment at hard labor).

At some point in their imprisonment, one of the party members (the one that had an item stolen from them back in the keep) will get approached by one of the guards and told to watch out -- something is afoot. That is when the events of Act III will come into play...


Act III: A Change of Power
There will be a murder of a powerful Lord -- perhaps the King, perhaps another powerful official such as a Baron or Duke. But the murder will be blamed on the Party member that had an item stolen. Eye witnesses know that it was them -- describe them to a "T." And so, they are pulled from their normal duties as indentured laborers and called in for questioning... and who should be investigating this murder -- but their old friend the Elvish Dignitary from the old days... Oddly, he does not recall or recognize them in any way. In actuality, he is a Simulacrum of the Lord -- having been replaced long ago.

Anyway, the investigation shows that the party was never anywhere but in the camp (however, see below for notes on how to handle escaped parties...). Over the next few days, the entire party is sentenced to death. The party (at this point, if they have not done so already) will be almost forced to escape from captivity. Make it tough on them.

Have the party follow a trail of clues that leads them to the Lord of the Keep they raided. There they should find the old room where they found the veil -- eventually, they should be able to discern the following: the old man that hired them was the monk they fought; he has captured a pair of powerful Naga (Spirit Naga, huge, casts spells as a 16th level Sorcerer) that he has been using to create Simulacrum of various nobles. There are many ways (through magical items) that this could be done, but the DM is free to have the monk use other hirelings and henchmen to aid in the controlling of these beasts. He had originally intended upon capturing the party and creating Simulacrum of them to aid in his conquests back then but was unable to do so (Act II). He has a large contingent of Dwarven Bandits that he uses to steal objects from noblemen/noblewomen in his efforts to create these duplicates. In the Keep, this time, he is ready for them and so has the place well guarded -- primarily by snakes. In his last ditch efforts, should the party get too close, he does have a Scroll of Miracle he may use in his defense.

Oh... the snake-skins that have been seen about are the skins of the Naga offspring that the old man has been slaying for his own amusement... if the Naga are freed and see the skins on the party members in any way, they will attack that party member to the exclusion of all else. If they do not see the skins, they will concentrate their attentions on the old man and leave the party alone...


Notes
Skins: When the party members first gain the skins, they may not want them -- make these seem valuable. Have them make boots, or belts or what have you -- you could even make these minor magical items of a sort (natural items of magic that provide something like +1 to a physical stat, or +5 ft. movement -- anything). They might even provide protection from snakes.

Won't take the bait...: the party may not want to raid the Keep. If you feel that this party would be averse to this -- it might be easier if you have a party member lose something in the rash of thefts as well. Have their investigations turn up nothing -- then have the old man give them the clues they need to know (before they go in) that the thefts are originating from the Keep.

Escaped Party: If the party escapes before they are accused of the crime of killing the major noble, this can make things easier for you! This way, while they are on the run, with the law a few steps behind them as they try to prove their innocence -- they then get word that the major noble was slain, and that they are to blame -- and they have no alibi! This way, the law catches up with them on the run and further adventure possibilities are opened for you!

Conclusions
The way this whole sequence concludes depends upon the party and the world you are playing in. This can be used as an over-arcing adventure to open and end a campaign with!
 

nemmerle said:
Though how a rabbit can use a wand is a mystery to me.

I pondered this myself - as the rabbits lack the hands to carry a rod or wand and I wanted the rod to be the property of the rabbit. Telekinesis was my answer. The rabbit carries the rod mentally and then carefully positions it before triggering the effects. The DMG clearly says that Rods are useable by anyone (DMG 195) - thus IMO as long as the rabbit could manage to aim the thing it can trigger the magic.

I agree that the beer stealing was sort of a weak point but I found the idea humorous in that this was the one thing that would trigger the the villagers into actions. In my mind this scenario should start of funny and then turn into a horror flick situation.

As for hooks, I was already more than double the 500 words and I had already deleted over 400 words from the scenario this morning. It was a matter of brevity vs. substance and I tried my hardest to be brief. :D
 



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