Iron DM 2014 Final Round; Wicht vs. MortalPlague
Evil Wizard: Archaxk the Cruel; currently dead but he plans on getting better
Low Level Dungeon: While the Caves of Carnage and the Temple of the Dark Ravine are both low level dungeons in the classic sense, and while the PCs might turn the tower into a low-level dungeon for the adventurers who arrive, this properly refers to the vaults below The Tower of Cruelty
Angry Ogre: Mal the Mauler, he did a job for Archaxk and he would really like to get paid
Pile of Treasure: There's this big pile of gold and jewels in the vaults below the Tower of Cruelty, practically unguarded; if only the PCs can keep it
Help Wanted Sign: The key to a cunning plan to weaken the forces of the Temple of the Dark Ravine, the key to freeing the demon Jihrgfrolm from his bondage, and sure to be a source of 'amusement' to the the PCs during the course of the adventure
Magic Sword: Varlion the Balancer; a mighty magic sword with a split personality; the stuff legends and headaches are made of
Easy Come....
A “reverse dungeon” Pathfinder adventure for monstrous characters of 1st or 2nd level.
The evil wizard is dead, his servants have been sacked, his tower is practically empty and there's this huge pile of gold just sitting in the basement, begging to be owned....
Background
Near to the Borderlands lies the Forest of Mist, a dark woods, full of monstrous tribes, ancient ruins, and growing evil. Smack dab in the middle of the forest is the Tower of Cruelty, home to the powerful wizard Archaxk. Half a day's walk east of the tower are the Caves of Carnage, ruled over by the Hobgoblin warlord Tromk the Devourer, and half a day's walk west of the tower is the Temple of the Dark Ravine, lorded over by the dark druid Kisxkich, a powerful kobold. Tromk and Kisxkich are old enemies, but the Tower between them prevents overt bloodshed.
Recently, the Forest is full of rumors, all true, that Archaxk the Cruel has sacked all his servants, excepting the powerful Pit Fiend, Jihrgfrolm, who guards the front entrance of the tower. Unknown to the Forest denizens is the fact that Archaxk is ready to take the next step in his journey to lichdom, the drinking of a fatal poison, and he doesn't want any meddling servants messing with his stuff while he is 'dead.' for three days. Archaxk, however, has made some mistakes. Firstly, he is going to forget to turn himself invisible before drinking the poison, which is a minor thing. More importantly, there is a loop-hole in his contract with his demon; a loop-hole which will allow Jihrgfrolm to free himself from the contract. As it is the demon which power most of the tower's defenses, this will leave the tower practically unguarded.
Meanwhile, Tromk the Devourer has devised what he considers a cunning plan which will hopefully rid himself of some undesirable warriors, and which will, even better, rid the Temple of the Dark Ravine of some of its personnel. He plans to get a group of potential trouble-makers (ie. those who might one-day pose a threat to either the Caves or, more importantly, to Tromk's rule) to plant a “Help Wanted” sign in the wizard's front lawn and then make sure, via rumors, that the kobolds of the temple know of the sign.
Synopsis
The PCs are monstrous humanoids native to the Caves of Carnage who, for one reason or another, have run afoul of Tromk the Devourer and who are selected for a daring mission. Tromk tasks them, upon threat of death, with sneaking up close to the Tower of Cruelty, and, while not being killed by the pit fiend guarding the entrance, hammer a “help wanted” sign into the ground. Its something of a suicide mission, but if it is accomplished and the PCs survive, he promises them promotions, food, and masterwork gear.
The PCs arrive at the tower just as Archaxk, who has drank poison, breathes his last. Jihrgfrolm, the demon, seeing an opportunity to be free, and cause some trouble, calls the PCs to himself and makes a deal. If they pay him a nominal fee, he will not only not kill them, but he will hammer their sign into the ground himself. The demon is true to his word, as the new employment frees him from his contract with the wizard. Once free, the demon tells the PCs that the wizard is dead, the tower defenses will be unpowered as soon as he leaves, and that the wizard's treasure can be found on the lowest level of the dungeons, practically unguarded: theirs for the taking if they dare. Then the demon teleports away, back to his hellish home, and the door of the tower swings invitingly open.
Entering the tower, the PCs discover that the wizard does appear dead. Illusions of his body, lying in repose, can be seen in several rooms, though the body itself lies in the upper chambers, the doors of which are magically sealed and inaccessible to the PCs. The wizard has a spell upon himself and the tower which allowed him, when alive, to be seen in, and see into, most of the rooms of his tower, from wherever he was; when dead, the spell automatically projects the image of his dead body into these rooms. The PCs also discover a magic sword, Varlion the Balancer, in a glass case in the front room of the tower, free for the taking. Exploring the tower, the PCs must fight a variety of minor monsters the wizard was using for decorations, but there are no magical traps, no powerful guards, and the lower two floors of the tower and the two dungeon levels are all quite open to exploration. True to the word of the demon, the PCs also discover a huge pile of gold and jewels in the now unlocked vaults of the lower dungeon, the only guards being a handful of cursed skeletons and zombies. However, the PCs do not have any good way of transporting such a pile of treasure once they claim it.
Over the next three days, the PCs are, if they choose, masters of the Tower of Cruelty, a job not without its challenges. There is the ogre, Mal the Mauler, who did a job for Archaxk, and hasn't been paid. There are the monstrous mercenaries who, seeing the “Help Wanted” sign, keep applying for employment. There are the still enchanted objects of the tower, inexplicably turning themselves on at various times: the brooms which sweep the floors and attack intruders (like the PCs), the fireplaces which begin raging uncontrollably (heating the rooms up to uncomfortable levels), the mirror which creates vicious clones of the PCs, the strange vase which burps up a rat every ten minutes (and which if not dealt with creates a rather vicious swarm of rats by the third day). And then there is the group of brave, stalwart adventurers who have read the portents, heard the rumors, and suspect the tower might be ripe for looting. The PCs, if they desire to keep their pile of gold, and their tower, must find a way to deal with each one of these threats.
On the evening of the third day, just when everything seems to have been dealt with (depending on the PC's success), Archaxk the Cruel arises as a lich, a lord of the undead. He's not going to be too happy about the condition of his tower's defenses, and he's going to be even more unhappy if the PCs have spent any of his treasure. However, as a lich, he is past such paltry emotions as anger, and he is in need of some servants...
Cast of Characters
Tromk the Devourer: The Hobgoblin warlord who wants the PCs to undertake a suicide mission.
Archaxk the Cruel: The evil wizard on the cusp of becoming a lich; he's mostly dead for the three days of the adventure, but he's going to get better and then he'll be asking himself some questions about the PCs: like whether they might be more useful breathing, or if they would work better as zombies.
Jihrgfrolm: A Pit fiend with a sense of humor. If he can get gainful employment after the death of Archaxk, he can defeat the contract he has with the wizard. Thus, he is actually quite willing to do a little job for the PCs, like hammer in their sign; though when he hammers in a sign, it stays hammered.
The Help Wanted Sign: Inanimate but with a message to share with the world: the Tower of Cruelty needs new employees. Also, once hammered into the ground by the demon, indestructible and immovable.
Varlion the Balancer: An intelligent +2 Couragous Keen Admantine Longsword with a personality disorder. Most of the time, Varlion operates as a noble LG sword, though he is quite willing to partner with a welder of any alignment and never seeks to dominate them while LG. What he does do is constantly counsel, loudly and frequently, his welder to always take the path of virtue and nobility. However, when faced with conflict, there is a 10% cumulative chance per round of Varlion switching to his second personality: that of a CE weapon which seeks to drink in the blood of its foes. This personality will try to dominate its welder until all the killing that can be had is done (Varlion tends not to kill allies, but he will make exceptions if they annoy him). When the killing stops, the sword reverts to its noble self. Varlion is blissfully unaware of its own mood swings and cannot be made to think about them. Varlion is kept in a glass case in the front room for the tower and is quite easy to claim.
The Skeletons and Zombies: The remains of those who tried to steal from the wizard, now left to guard his gold as something of a grisly joke.
Mal the Mauler: This ogre killed a family of farmers for the wizard, the patriarch of whom had once stolen from Archaxk. However, the wizard never paid the ogre and Mal would like his money. He is angry and quite willing to kill to get paid. Moreover, if he realizes the wizard's treasure is free for the taking, he is quite willing to kill to take the treasure. Only cunning diplomacy or his own death is going to get him to not kill the PCs.
The Kobolds: A group from the Temple of the Dark Ravine, this lot are looking for gainful employment, but are not above larceny and murder if they sense profit in so doing.
The Orcs: Another group looking for gainful employment, they are noisome, loud, obnoxious and can sense weakness and fear. Its hard to decide whether they are a bigger problem as enemies or as employees.
The Goblins: A group from the Temple of the Dark Ravine, these rascals have decided to find a job. Their desire to set random things on fire makes them less then ideal employees, but the only way to get rid of them is to kill them.
The Mirror Images: These mirror-created dopplegangers want to kill the PCs and take their place. Each image, unless attacked only tries to kill the one it is duplicating.
The Adventurers: A group of do-gooders who want to kill the PCs and loot the tower, just for the fun of it.
Complications:
While the adventure assumes the PCs will make the rational decision of guarding their easily gained loot in the easily defended tower, there is always the chance that they devise a way to transport it and set out away from the tower. If this is the case, the cast of characters become encounters in the woods.