Wulf Ratbane
Adventurer
UGH. I got called away today at work twice-- once to stand in as an extra on a video shoot, once so they could announce our first departmental case of Swine Flu-- so this is not as polished as I had hoped.
A PERNICIOUS QUARREL
An adventure of dastardly diplomacy for up to 8th level PCs.
Exhumed Grave
Tail End
Unmentionable Services
Unhappy Goatherd
Cross-Eyed Beholder
Gloves of Arrow Snaring
BACKGROUND/SETUP
What began as a friendly rivalry between two ostensible allies has, over the course of centuries, grown into a bittery and deadly feud. A beholder known colloquially as “The Magnificent Maw” has pitted his own intellect and criminal network against a canny rakshasa currently operating under the guise of a gnome named Kip*.
* Not her real name. Her real name is Kajanajat, but to any astute adventurer, a name like Kajanajat fairly screams “rakshasa.” So don’t even think it. She’s just Kip.
What began as a professional (if criminal and indubitably evil) rivalry can now be settled to their satisfaction only with the death of one or the other. Unfortunately, the two are uniquely matched opponents: The rakshasa’s natural damage resistance and spell resistance makes her nearly immune to any spell-like or even physical attack from the beholder, and the beholder’s anti-magic eye renders the rakshasa’s potent sorcery moot. It’s certainly within the realm of possibility that one or the other of them might get lucky, but as they are both natural cowards, they prefer to work patiently and by proxy, each trying to get a perfectly secure upper hand before moving.
The balance of power at the moment where the PCs get involved has tipped slightly. The Maw has allied himself with a clan of duergar (naturally resistant to many of the rakshasa’s spells, and in particular immune to phantasms) and they have successfully stolen Kip’s prized gloves of arrow snaring (which she acquired as proof against blessed bolts).
Kip has spent many months tracking them down to their current location, an abandoned dwarven mine in the low mountains where the PCs are currently travelling. In their last and most recent encounter, Kip managed to land a bestow curse on the Maw, leaving him permanently cross-eyed (at least until the curse can be lifted). As a result of the curse, any of the beholder’s eye-stalks has a 50% chance of missing its intended target and striking some other target instead. Needless to say, the Maw retreated immediately, leaving only a few duergar to deal with Kip.
Kip prevailed, using baleful polymorph on many of The Maw’s duergar allies—including a particularly useful Clr5 who was transmuted into a black-bearded billy goat (among other goats in Kip’s herd).
All of this seems to lean in Kip’s favor at the moment, but The Maw is working wheels within wheels. He and his duergar allies have been working through the tailings of the gold mine, sifting out huge quantities of arsenic, which the duergar have been adding in vast quantities to their diet. Although the arsenic is harmless to the duergar (who are immune to poison), The Maw’s plan is to trick Kip into eating one of his highly poisonous allies, thereby introducing the poison into her system while neatly bypassing her damage reduction. Unfortunately, they have reached the end of the tail and they have no more arsenic on hand. If Kip does not eat one of the duergar within the next day or so, the opportunity will “pass,” so to speak.
THE MAGNIFICENT MAW
Standard Beholder (CR13), currently afflicted with a bestow curse that causes all of his eye-stalks (other than his central eye) to go cross-eyed, giving him a 50% chance to miss his intended target and strike a random target instead.
KIP the RAKSHASA
Advanced Rakshasa (+3 sorcerer levels to Sor10, CR13.) Kip’s spell resistance advances to SR30. Kip’s spell selection should be changed up to focus on illusions (phantasms), and should include misdirection, gaseous form, shadow conjuration, hold monster (duergar are immune) and baleful polymorph. Kip knows that The Maw can revert any of his polymorphed allies to their natural form with his anti-magic eye.
ENTER THE PCs
The adventure is broadly arranged as a series of sequential encounters between the PCs and either Kip or The Maw, with a finale that brings all the major players together at the same time to decide things once and for all. The PCs will grow in their knowledge of the situation over the course of several encounters, and may ultimately ally themselves with one or the other of the major villains to destroy the other—and then possibly to double-cross their ally and finish things off for good.
FIRST ENCOUNTER—The Unhappy Goatherd
The PCs first encounter (a purely circumstantial encounter as the PCs are travelling through a fairly desolate and rocky/hilly area) will be with Kip, disguised as a female gnome with a small herd of goats. Some of these goats are real goats (not Kip’s preferred fare, but ok in a pinch) and some of these goats are polymorphed duergar.
The DM should be careful to play Kip completely innocently so as not to arouse the players’ suspicions. She should be played as “the hook” and certainly not “mysterious” or “untrustworthy.” You will want to play on your players’ preconceived meta-game notions. Nothing in your actions or Kip’s conversation should say anything other than, “Young female gnome goatherd named Kip who needs help from the PCs.”
Kip will greet the PCs shyly and a bit warily, and ask them if they would like to share her midday meal of warm goat cheese and fresh goat’s milk. She is obviously very unhappy and will quickly open up to them—asking if they are adventurers and if they would be willing to help her.
Kip will explain to the PCs that a horrible monster (“a big mouth with lots of sharp little teeth”) has recently taken up residence in an abandoned dwarven gold mine (true) and he seems to have some dwarven allies (true). She will explain that she encountered them near the mine itself (true) but that she managed to get away and they didn’t pursue her (true). She is sure that they are up to no good (true) and pose a danger to the nearby village (true).
Kip will use misdirection if necessary and if she realizes that she is in a zone of truth or the like she will just naturally extend the conversation with small talk, interspersed with such completely true snippets above. Eventually, she’ll throw in the following:
“There’s something more I am almost ashamed to ask. There is a grave not far from here (true) that has recently been dug up (true). I found bones everywhere (true) but I’ve arranged everything back (true). There are some gloves missing (true)—they must be magic (true)—and I’m certain those no-good dwarves have taken them (true). I’d really like to see them returned (true). You probably think that’s a silly superstition but I hope you don’t’ want to see a grave defiled (true). I would hate to think these hills might end up haunted by some hero’s ghost. Maybe you won’t even have to fight them.”
Finally, Kip will end, “Well if you do go up there, please don’t mention that you’re doing this on my behalf. I got away before but I am sure it would mean more trouble if they knew I sent you (true).”
SECOND ENCOUNTER—The Magnificent Maw and his Allies
The abandoned gold mine is not far from where Kip has set up camp. The mine is mostly collapsed and does not go back far, but does have its share of twists and turns. The duergar who watch the entrance will use invisibility and move silently behind the PCs as they investigate the cave.
Not far into the cave—perhaps at the first intersection—is a giant boulder painted to look roughly like a beholder—mostly just one big eye and lots of teeth. The duergar will stand above/behind this rock and speak to the PCs invisibly, “Who comes to petition The Magnificent Maw?”
If the conversation goes well, the duergar will remove a pebble with continual light from his belongings and, remaining invisible, lead the PCs down the hallway as a floating light. Eventually they will come face to face with The Maw in a large chamber with lots of collapsed tunnels and the remains of the tailings. A “suitably daunting number” of duergar will invisibly move into the chamber and take up position. When The Maw finally turns to face the PCs, his anti-magic eye will reveal many of the duergar who are in position around the chamber. The fact that The Maw is cross-eyed should be apparent to the PCs—his eyes will waggle and cross uncontrollably while he speaks to them.
(The PCs should also note that all of the duergar are armed with crossbows and there are more than a few crack shots among their number…)
The Maw has no interest in fighting the PCs but the encounter can certainly go that way if the PCs so choose—but they should be clearly outmatched. Indeed The Maw may be inclined to spare them if he can charm or neutralize enough of them with his eye-beams (remember his miss chance and the possibility of striking his own duergar allies).
The Maw speaks with a thick, slobbery, and heavily accented voice.
If The Maw can get the PCs into a receptive mood for diplomacy one way or the other, he’ll quickly figure out what is going on and suggest to them a counter offer. Exactly what he offers depends on whether or not the PCs mention the gloves:
If the PCs don’t mention the gloves: “I know that goatherd. Hmm, yes. In fact if I am not mistaken, she has quite a flock of tasty goats. Tell her that we’ll move along if she’ll give me all her goats. She can keep one or two for dinner.”
If the PC mention the gloves the bargain changes subtly: “Well, that goatherd has one fine black billy goat. I’ll trade the gloves for that goat. And if she won’t trade, maybe you could just sneak that goat back here on your own…? I’ll still honor the bargain. My word is my bond.”
The Maw’s first and most pressing plan is to get his Clr5 ally back so that he can cast remove curse on him, so he will make what bargains he can to get that goat back. However, The Maw is nowhere near as canny as Kip, and although he’s no more likely to lie or break his word, he is more likely to let the PCs in on the whole quarrel, revealing Kip’s nature, if he thinks it will improve his position to take a band of adventurers into his confidence.
If The Maw takes the PCs into his confidence, he will guarantee their safety and ask them to arrange a truce between himself and Kip—the adventure moves to THE FEAST. However, he is worried about arousing Kip’s suspicions, so he will warn the PCs that under no circumstances should they mention to Kip that they are working on his behalf. It is imperative that Kip believes the PCs are acting in the interests of settling things peacefully.
If he gets desperate enough, The Maw will trade all sorts of guarantees if the PCs will cast remove curse on him. He’ll honor any agreement with them but move to take Kip out once and for all at THE SHOWDOWN.
THIRD ENCOUNTER—Back to Kip
This encounter depends heavily on how the PCs handled The Maw, and what they know.
The PCs might try to talk Kip out of her herd. She will trade the herd for the gloves (and even the score later).
The PCs might try to steal the black billy goat. This will arouse Kip’s suspicions but she’s not likely to reveal her true nature to save one prisoner. The Maw will get his curse removed and the adventure moves to THE SHOWDOWN.
The PCs might now know Kip’s true nature and decide to take her on. Kip’s not down for that and will certainly try to flee using whatever means are at her disposal (gaseous form, etc.)
The PCs might know Kip’s true nature and try to arrange a truce between her and The Maw. Remember that The Maw’s ultimate goal is to trick Kip into eating one of the duergar who are laden with arsenic from the tail—and he’s on the clock. Of course, the PCs don’t need to know that one of the goats slaughtered for THE FEAST is actually a sentient being, and neither Kip nor The Maw is bloody likely to tell them. Kip will make certain that the meal is prepared when the PCs are away (perhaps returning to The Maw to agree to the truce.)
THE FEAST
If the PCs manage to arrange a friendly encounter between the two villains, it will be at THE FEAST. Nothing will save Kip now—eventually she will eat the tainted meat, which contains enough arsenic to kill her a few times over. She’ll lose several points of CON in the first round and she’ll have 1 minute (10 rounds) before the secondary effects kick in and she loses several times 1d8 CON.
Of course, as soon as she realizes she’s poisoned, the adventure moves to THE SHOWDOWN. She may already be dead but she'll try to take
THE SHOWDOWN
This part of the adventure is triggered as soon as the PCs, Kip, and The Maw are together together and open hostility breaks out. The PCs will need to pick a side quickly.
The Maw can always use his central eye effectively, and he will usually keep it centered on Kip no matter what. If he’s still cursed, he can’t very effectively use his other eyes, but use them he will, willy-nilly. Remember that Kip has SR30 and The Maw is caster level 13.
Kip will use Shadow Conjuration to summon allies when and where she can, and other illusions to distract whomever she can.
A paladin PC may be able to cast bless weapon on one or more crossbow bolts, either for the PCs or even the duergar to use. Whether or not they work depend on whether or not Kip has her gloves back, and certainly whether or not The Maw has her in his central eye (thus negating the magic on the blessed bolt). Timing is key.
Much hinges on the villains’ appraisal of the PCs capabilities. Obviously, if the PCs attack either of the villains, any previous agreements are off with respect to that villain.
The ideal denouement for the PCs is likely a situation where they can ally with one of the villains to take out the other, but where the remaining villain is sufficiently weakened that they can take him or her out, too.
Exhumed Grave-- the ruse that Kip uses to try to get her gloves back
Tail End-- the end of the tail from the mine, full of arsenic
Unmentionable Services-- the PCs are asked by each villain not to mention their involvment
Unhappy Goatherd-- Kip's disguise
Cross-Eyed Beholder-- The Magnificent Maw
Gloves of Arrow Snaring-- Kip's prized gloves
A PERNICIOUS QUARREL
An adventure of dastardly diplomacy for up to 8th level PCs.
Exhumed Grave
Tail End
Unmentionable Services
Unhappy Goatherd
Cross-Eyed Beholder
Gloves of Arrow Snaring
BACKGROUND/SETUP
What began as a friendly rivalry between two ostensible allies has, over the course of centuries, grown into a bittery and deadly feud. A beholder known colloquially as “The Magnificent Maw” has pitted his own intellect and criminal network against a canny rakshasa currently operating under the guise of a gnome named Kip*.
* Not her real name. Her real name is Kajanajat, but to any astute adventurer, a name like Kajanajat fairly screams “rakshasa.” So don’t even think it. She’s just Kip.
What began as a professional (if criminal and indubitably evil) rivalry can now be settled to their satisfaction only with the death of one or the other. Unfortunately, the two are uniquely matched opponents: The rakshasa’s natural damage resistance and spell resistance makes her nearly immune to any spell-like or even physical attack from the beholder, and the beholder’s anti-magic eye renders the rakshasa’s potent sorcery moot. It’s certainly within the realm of possibility that one or the other of them might get lucky, but as they are both natural cowards, they prefer to work patiently and by proxy, each trying to get a perfectly secure upper hand before moving.
The balance of power at the moment where the PCs get involved has tipped slightly. The Maw has allied himself with a clan of duergar (naturally resistant to many of the rakshasa’s spells, and in particular immune to phantasms) and they have successfully stolen Kip’s prized gloves of arrow snaring (which she acquired as proof against blessed bolts).
Kip has spent many months tracking them down to their current location, an abandoned dwarven mine in the low mountains where the PCs are currently travelling. In their last and most recent encounter, Kip managed to land a bestow curse on the Maw, leaving him permanently cross-eyed (at least until the curse can be lifted). As a result of the curse, any of the beholder’s eye-stalks has a 50% chance of missing its intended target and striking some other target instead. Needless to say, the Maw retreated immediately, leaving only a few duergar to deal with Kip.
Kip prevailed, using baleful polymorph on many of The Maw’s duergar allies—including a particularly useful Clr5 who was transmuted into a black-bearded billy goat (among other goats in Kip’s herd).
All of this seems to lean in Kip’s favor at the moment, but The Maw is working wheels within wheels. He and his duergar allies have been working through the tailings of the gold mine, sifting out huge quantities of arsenic, which the duergar have been adding in vast quantities to their diet. Although the arsenic is harmless to the duergar (who are immune to poison), The Maw’s plan is to trick Kip into eating one of his highly poisonous allies, thereby introducing the poison into her system while neatly bypassing her damage reduction. Unfortunately, they have reached the end of the tail and they have no more arsenic on hand. If Kip does not eat one of the duergar within the next day or so, the opportunity will “pass,” so to speak.
THE MAGNIFICENT MAW
Standard Beholder (CR13), currently afflicted with a bestow curse that causes all of his eye-stalks (other than his central eye) to go cross-eyed, giving him a 50% chance to miss his intended target and strike a random target instead.
KIP the RAKSHASA
Advanced Rakshasa (+3 sorcerer levels to Sor10, CR13.) Kip’s spell resistance advances to SR30. Kip’s spell selection should be changed up to focus on illusions (phantasms), and should include misdirection, gaseous form, shadow conjuration, hold monster (duergar are immune) and baleful polymorph. Kip knows that The Maw can revert any of his polymorphed allies to their natural form with his anti-magic eye.
ENTER THE PCs
The adventure is broadly arranged as a series of sequential encounters between the PCs and either Kip or The Maw, with a finale that brings all the major players together at the same time to decide things once and for all. The PCs will grow in their knowledge of the situation over the course of several encounters, and may ultimately ally themselves with one or the other of the major villains to destroy the other—and then possibly to double-cross their ally and finish things off for good.
FIRST ENCOUNTER—The Unhappy Goatherd
The PCs first encounter (a purely circumstantial encounter as the PCs are travelling through a fairly desolate and rocky/hilly area) will be with Kip, disguised as a female gnome with a small herd of goats. Some of these goats are real goats (not Kip’s preferred fare, but ok in a pinch) and some of these goats are polymorphed duergar.
The DM should be careful to play Kip completely innocently so as not to arouse the players’ suspicions. She should be played as “the hook” and certainly not “mysterious” or “untrustworthy.” You will want to play on your players’ preconceived meta-game notions. Nothing in your actions or Kip’s conversation should say anything other than, “Young female gnome goatherd named Kip who needs help from the PCs.”
Kip will greet the PCs shyly and a bit warily, and ask them if they would like to share her midday meal of warm goat cheese and fresh goat’s milk. She is obviously very unhappy and will quickly open up to them—asking if they are adventurers and if they would be willing to help her.
Kip will explain to the PCs that a horrible monster (“a big mouth with lots of sharp little teeth”) has recently taken up residence in an abandoned dwarven gold mine (true) and he seems to have some dwarven allies (true). She will explain that she encountered them near the mine itself (true) but that she managed to get away and they didn’t pursue her (true). She is sure that they are up to no good (true) and pose a danger to the nearby village (true).
Kip will use misdirection if necessary and if she realizes that she is in a zone of truth or the like she will just naturally extend the conversation with small talk, interspersed with such completely true snippets above. Eventually, she’ll throw in the following:
“There’s something more I am almost ashamed to ask. There is a grave not far from here (true) that has recently been dug up (true). I found bones everywhere (true) but I’ve arranged everything back (true). There are some gloves missing (true)—they must be magic (true)—and I’m certain those no-good dwarves have taken them (true). I’d really like to see them returned (true). You probably think that’s a silly superstition but I hope you don’t’ want to see a grave defiled (true). I would hate to think these hills might end up haunted by some hero’s ghost. Maybe you won’t even have to fight them.”
Finally, Kip will end, “Well if you do go up there, please don’t mention that you’re doing this on my behalf. I got away before but I am sure it would mean more trouble if they knew I sent you (true).”
SECOND ENCOUNTER—The Magnificent Maw and his Allies
The abandoned gold mine is not far from where Kip has set up camp. The mine is mostly collapsed and does not go back far, but does have its share of twists and turns. The duergar who watch the entrance will use invisibility and move silently behind the PCs as they investigate the cave.
Not far into the cave—perhaps at the first intersection—is a giant boulder painted to look roughly like a beholder—mostly just one big eye and lots of teeth. The duergar will stand above/behind this rock and speak to the PCs invisibly, “Who comes to petition The Magnificent Maw?”
If the conversation goes well, the duergar will remove a pebble with continual light from his belongings and, remaining invisible, lead the PCs down the hallway as a floating light. Eventually they will come face to face with The Maw in a large chamber with lots of collapsed tunnels and the remains of the tailings. A “suitably daunting number” of duergar will invisibly move into the chamber and take up position. When The Maw finally turns to face the PCs, his anti-magic eye will reveal many of the duergar who are in position around the chamber. The fact that The Maw is cross-eyed should be apparent to the PCs—his eyes will waggle and cross uncontrollably while he speaks to them.
(The PCs should also note that all of the duergar are armed with crossbows and there are more than a few crack shots among their number…)
The Maw has no interest in fighting the PCs but the encounter can certainly go that way if the PCs so choose—but they should be clearly outmatched. Indeed The Maw may be inclined to spare them if he can charm or neutralize enough of them with his eye-beams (remember his miss chance and the possibility of striking his own duergar allies).
The Maw speaks with a thick, slobbery, and heavily accented voice.
If The Maw can get the PCs into a receptive mood for diplomacy one way or the other, he’ll quickly figure out what is going on and suggest to them a counter offer. Exactly what he offers depends on whether or not the PCs mention the gloves:
If the PCs don’t mention the gloves: “I know that goatherd. Hmm, yes. In fact if I am not mistaken, she has quite a flock of tasty goats. Tell her that we’ll move along if she’ll give me all her goats. She can keep one or two for dinner.”
If the PC mention the gloves the bargain changes subtly: “Well, that goatherd has one fine black billy goat. I’ll trade the gloves for that goat. And if she won’t trade, maybe you could just sneak that goat back here on your own…? I’ll still honor the bargain. My word is my bond.”
The Maw’s first and most pressing plan is to get his Clr5 ally back so that he can cast remove curse on him, so he will make what bargains he can to get that goat back. However, The Maw is nowhere near as canny as Kip, and although he’s no more likely to lie or break his word, he is more likely to let the PCs in on the whole quarrel, revealing Kip’s nature, if he thinks it will improve his position to take a band of adventurers into his confidence.
If The Maw takes the PCs into his confidence, he will guarantee their safety and ask them to arrange a truce between himself and Kip—the adventure moves to THE FEAST. However, he is worried about arousing Kip’s suspicions, so he will warn the PCs that under no circumstances should they mention to Kip that they are working on his behalf. It is imperative that Kip believes the PCs are acting in the interests of settling things peacefully.
If he gets desperate enough, The Maw will trade all sorts of guarantees if the PCs will cast remove curse on him. He’ll honor any agreement with them but move to take Kip out once and for all at THE SHOWDOWN.
THIRD ENCOUNTER—Back to Kip
This encounter depends heavily on how the PCs handled The Maw, and what they know.
The PCs might try to talk Kip out of her herd. She will trade the herd for the gloves (and even the score later).
The PCs might try to steal the black billy goat. This will arouse Kip’s suspicions but she’s not likely to reveal her true nature to save one prisoner. The Maw will get his curse removed and the adventure moves to THE SHOWDOWN.
The PCs might now know Kip’s true nature and decide to take her on. Kip’s not down for that and will certainly try to flee using whatever means are at her disposal (gaseous form, etc.)
The PCs might know Kip’s true nature and try to arrange a truce between her and The Maw. Remember that The Maw’s ultimate goal is to trick Kip into eating one of the duergar who are laden with arsenic from the tail—and he’s on the clock. Of course, the PCs don’t need to know that one of the goats slaughtered for THE FEAST is actually a sentient being, and neither Kip nor The Maw is bloody likely to tell them. Kip will make certain that the meal is prepared when the PCs are away (perhaps returning to The Maw to agree to the truce.)
THE FEAST
If the PCs manage to arrange a friendly encounter between the two villains, it will be at THE FEAST. Nothing will save Kip now—eventually she will eat the tainted meat, which contains enough arsenic to kill her a few times over. She’ll lose several points of CON in the first round and she’ll have 1 minute (10 rounds) before the secondary effects kick in and she loses several times 1d8 CON.
Of course, as soon as she realizes she’s poisoned, the adventure moves to THE SHOWDOWN. She may already be dead but she'll try to take
THE SHOWDOWN
This part of the adventure is triggered as soon as the PCs, Kip, and The Maw are together together and open hostility breaks out. The PCs will need to pick a side quickly.
The Maw can always use his central eye effectively, and he will usually keep it centered on Kip no matter what. If he’s still cursed, he can’t very effectively use his other eyes, but use them he will, willy-nilly. Remember that Kip has SR30 and The Maw is caster level 13.
Kip will use Shadow Conjuration to summon allies when and where she can, and other illusions to distract whomever she can.
A paladin PC may be able to cast bless weapon on one or more crossbow bolts, either for the PCs or even the duergar to use. Whether or not they work depend on whether or not Kip has her gloves back, and certainly whether or not The Maw has her in his central eye (thus negating the magic on the blessed bolt). Timing is key.
Much hinges on the villains’ appraisal of the PCs capabilities. Obviously, if the PCs attack either of the villains, any previous agreements are off with respect to that villain.
The ideal denouement for the PCs is likely a situation where they can ally with one of the villains to take out the other, but where the remaining villain is sufficiently weakened that they can take him or her out, too.
Exhumed Grave-- the ruse that Kip uses to try to get her gloves back
Tail End-- the end of the tail from the mine, full of arsenic
Unmentionable Services-- the PCs are asked by each villain not to mention their involvment
Unhappy Goatherd-- Kip's disguise
Cross-Eyed Beholder-- The Magnificent Maw
Gloves of Arrow Snaring-- Kip's prized gloves