Iron DM 2021: Round 2 Match 1, Wicht vs. El-Remmen
Ingredients
Slippery Slope
Morale Check
Limbless Beast
Heavy Crown
Subpar Hero
Vanished Behemoth
Tomorrow’s Match
Diplomacy’s Cold Crown
A high-level diplomatic adventure of giant proportions featuring fast worms, icy paramours and cold steel for Pathfinder/D&D
North of the kingdoms of men and elves, in mountainous lands perpetually covered by snow and ice, the ancient race of frost giants dreams of lost glory. It is a moment of historic decision for a nascent glacial kingdom, seeking parity with their southern neighbors, caught between a legacy of war and the possibilities of peace. Powerful heroes, individuals the giants might respect, are called to serve as diplomats urging the giants in the direction of peace and stability.
Synopsis: Drafted as diplomats by their respective nations, the PCs are sent to the court of the frost giant jarl, Ardrar Gudkol. The goal is a peace treaty the giants will honor, eliminating the constant threat of frost giant raids. The Jarl, desiring the best for his people, is open to such possibilities; not all within his court are as amiable. The PCs must win support for their cause, navigating the treacheries of the court through daring deeds and wise action. The PCs task coincides with an annual tournament, the centerpiece of which are worm-racing matches. The event offers both dangers and possibilities for the PCs and their mission.
Notable Giant NPCs
Ardrar Gudkol The jarl; proud, with visions of a true kingdom; he desires his people to rise above their lawless ways, but is mindful of tradition.
Henka Gudkol The jarl’s wife; she has her husband’s ear and a keen grasp of court intrigue. Winning her good graces is vital.
Arka Gudkol A flirtatious young princess
Shult Koltabl Court champion; once honorable, now deeply in debt, after
a long slow decline into shame. Fearful of his debts being brought before the court, he has agreed to lose the tournament.
Monlan Isholter A cunning wizard of no small ability, Isholter shares the Jarl’s dreams of a true kingdom, but desires to achieve it by conquest.
Herre Hirokol A nefarious tribal leader, an extortioner, collector of debt and encourager of vice.
Shmular Kotabl The champion’s son; shy by frost giant standards; deeply in love with the princess
The Court of the Frost Giants
From the moment the PCs enter the Jarl’s Hall, they are surrounded by danger and intrigue. The ancient stone edifice, built into the side of a massive snow covered mountain, is an impressive sight, all the more with white dragons basking on the mountain above the keep, and giant guards keeping vigil. It is a place where non-giants seldom dare to venture, and for good reason. Though powerful and well known in their own lands, here the PCs must win the approval of their hosts, a daunting task.
The frost giants are an evil collective, but the strength of their Jarl keeps them from openly attacking his diplomatic guests. It is expected that the PCs will likewise be on their best behavior.
Securing the treaty requires winning over the hearts and minds of various factions on the court. It is suggested that this effort be scored with Diplomatic Points (DPs). If the PCs can gain 20 DPs, they can convince the Jarl to make peace. If they ever reach -20 DPs, the Jarl declares war against the southern kingdoms. A final score somewhere along that scale will produce favorable or unfavorable results accordingly. PCs should use diplomacy, their skills, and their natural cunning in order to try and sway the Jarl and his people.
There are two factions within the court. The first, led by the jarl’s wife, favors peace. The second, led by the wizard Isholter, favors war. PCs will not immediately know which giants are on which side however, and savages though they may be, the giants are cunning enough to win through means other than violence.
One complication the PCs quickly encounter takes the shapely form of the Jarl’s daughter. In love with young Shmular Kotabl, the champion’s son, of whom her mother disapproves, the princess quickly and flirtatiously latches onto one of the PCs, in a conniving attempt to manipulate her mother into accepting Shmular. How the PCs navigate this situation affects both their standing with the Jarl, and with his wife. The princess’ perceived romantic interests in a member of the smaller races creates a brief fad in the court.
The Ice Tournament
When the PCs arrive, the giants are beginning an annual tournament. Various events include Ice Hauling, Boulder Tossing, Overland Racing, Mountain Climbing, and Ice Smashing. Participation is open to all, including the PCs. Participation improves their standing with the giants, even moreso if they win. PCs are encouraged by minions of Herre Hirokol to place wagers on various events with credit easily extended, in hope of placing the PCs in debt to the crooked tribal leader.
PCs should discern that the
court champion, who won his place in the court through past victories, is the favored to win the tournament. Yet in each competition
something occurs to prevent his victory. In the Ice Smashing, his club breaks prematurely; in the ice hauling, a sled runner snaps; in the mountain climbing loose rocks cause him to slip, etc.
Competing PCs face another challenge: court opponents use the games as an opportunity to make the PCs look foolish, even placing the PCs in danger via “accidents” and mishaps.
The Worm Races
The most popular event of the tournament is Worm Racing. Giants ride
atop trained frost worms, sliding down vast
tubular ice covered courses at break-neck speeds. Daily courses each have different obstacles, including chasm leaps, hair-pin turns, tunnels, spear throwers, falling rocks and the like. Competitors are scored daily according to their finishes; the last day of the tournament, the final course is twice as difficult and worth double the points.
Allies of Isholter offer the PCs a gift of a trained worm to compete in the races and the Jarl urges them to accept. The gifted worm is trained, but also sickly and near death. The PCs can use magical healing to revive it to full health but even so, competing has many challenges: the PCs must endure the worms icy aura, win its trust and affection, and learn how to actually race on it. No rule prevents more than one PC from riding the worm at a time, and its size is sufficient to bear at least four PCs per race. When the PCs race, their standing with the giants is enhanced.
The Crown Incident
The prize for the tournament is a coveted
fiery crown carved from solid stone. This enchanted object is rather unusual, functioning as a
+3 flaming returning hand-ax which deals blunt damage. On the sixth day of the tournament, the crown is stolen. A search of the keep turns up the crown, in the rooms of one of the PCs, where it has been planted by Isholter’s henchmen in order to incriminate the PCs. Can the PCs prove their innocence?
The Worm Theft
The day before the last race, Koltabl arranges for his worm, a massive beast, to be “stolen.” The whole court is aghast at news of the
missing behemoth and how it will affect
the race on the morrow. There are some who look suspiciously at the PCs. PCs who attempt to “help” Kotabl can follow clues leading to the thieves’ hideout. The frost giants who took the worm are brutish thugs not connected to anybody important, but if adequately “questioned,” they identify the court champion as their employer. Canny PCs confronting Kotabl with this information, can use it to earn his trust (or alternatively they can lose his support by handling it badly). If they figure out a way to get him out from his debt without revealing his secret to the court they will win a solid ally. Ideally, they should convince Koltabl to
overcome his fears, stand up to Herre Hirokol who owns the debt, and reclaim his honor.
The Debt Collectors
It is likely the PCs meander into conflict, one way or another, with Hirokol, a crooked tribal leader who uses blackmail and extortion to influence events. Outright fighting with Hirokol in public will hurt the PCs standing, but if they can surreptitiously break his hold on the court,
they will improve court morale, and win a great deal of good-will, particularly from the Jarl’s wife, who is well aware of Hirokol’s machinations.
The Final Race
Isholter himself enters the last worm race, determined to use the occasion to show how weak the PCs truly are (assuming they are racing). His worm is a true monster, twice the size of the average frost worm. As the race commences, the PCs must not only navigate the course, but engage in high-speed combat with the wizard and his allies, with worms crashing into each other, spells flying, and combatants leaping from worm to worm. How they handle themselves during this fight foreshadows their triumph or failure in fulfilling their mission.