Iron DM "Home Game"

mmadsen said:
Anyway, I'd like to hear how other people feel about background, because I think of it as the kind of thing that often reads well but doesn't play well. I like a backstory that's coherent and just complex enough, not one with dozens of twists and reversals before the party even shows up. (If anyone has Aldriv's Revenge, the KoK module, it's wonderful, but the backstory is entirely too convoluted and detailed, at least for my taste.)

Allow me to contradict, for a moment, one of my favorite posters. I believe that you are trying to assign a role to the background that it should not have.

The background should be detailed and complex enough to allow the DM to run the adventure as flexibly as (s)he wants. Most importantly, a good background should offer the DM the opportunity to insert whatever hooks the DM sees fit.

The background, then, is not something that the players should discover--it is a tool to aid the DM in running the adventure well. It is the spine of the adventure; the players will never see it, but it will support the the aspects of the adventure that they do see (and, hopefully, open avenues into the rest of the campaign). Consequently, the backstory can never be too detailed, although it could be too convoluted (or simply too dry to read).
 
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mmadsen said:
Hey, no prob! I asked for the hijack! I just didn't expect a reasoned response. ;)

You should know better by now!

Now, if you'd like to, say, critique, a scenario... :rolleyes:

I'm afraid I'm going to have to wait until I'm finished with the actual Iron DM tournament before I begin to offer my critiques. I will say that this thread is fascinating, however, and I can't wait to see what you all do with the ingredients that I had to work with (especially the first batch, which were really a tough bunch).
 



today got me busy so tomorrow i will post myideas for these ingrediants:

Amnesia
Island Fortress
Evil Monks
Eggs
Hangman Tree
Cursed Spear, Back-biter
 

The Ghoul Flood

Ancient History

Long ago, there was an adult red dragon who lived in the large caverns beside a coastal spot: where the River Ginish emptied into the sea. As it came to pass, the dragon got into a fight in the winter, when the river was little more then trickles. Quin-Poai, an Earth Genasi Monk, and Swinhim, Water Genasi Priest of Water was among the group who battled the dragon, and died. But during the battle, the two genasi were blasted and roasted in their spot. Fortunately, the dragon was driven off, after being blinded, and one member survived. In the riverbed, the remains of Quin-Poai and Swinhim were buried together, for they were inseperable in life, and thus they shall be, in death.

As time passed, mud, silt, and rocks collected over the burial spot, but never were the bones disturbed, never was the mouth of the river flooded, for this spot was blessed. Swinhim had been a powerful cleric, and in the Tenants of the Water God, earth is close, an ally.

A small fishing village took root around the Ginish river; the fishing was fanominal, the crops harvested just off the beach were fruitful. This was the town of Peak Flow, until two clerics came. Jehad, cleric of Water, Malinali, priestess of Earth. They both recieved visions from their deities one night, of the epic battle and death of Quin-Poai and Swinhim, and the Mound that has grown above their bones. They set out to make a shrine, a memorial to these heros. On either side of the Ginish river, a temple was built, one of Earth, one of Water. On either side of the river, a tunnel was dug beneath the river, to the point where the bones where. Here, Malinali and Jehad created their Holy Symbols of Calling; one controlling an Earth Elemental Gravel, the other a Water Elemental Flow. They were to protect the bones, come to the call of those who wielded the holy symbols, and only let pass people who bore both.

Recent history:

Ill has come to the Water Temple of Peat Flow. The tides are bloody for the Head Priest Abashi, for he has vengence and hatred for the Earth temple. Why? As a young man, the only woman he loved was 'seduced from him' and wed a rival of the Earth temple, Sessin. Soon after that, Abasi's mother died in a rockslide from the cliffs further up the shore. The rivalry Abasi and Sessin, once having been friendly, turned poisoned for the water cleric (unbenounced to Sessin), and lead to Abasi's bitter soul.

Sessin and Abasi are now the head priests of either temple, from living long enough, and the recent death of Abasi's father, when he rode the waves out into the ocean to do his monthly rites. Abasi has recieved the Holy Symbol of Calling, controlling Flow. However, Abasi wants to remove Quin-Poai's bones from Swinhim's, and sever the tie of Earth. Yet, he cannot do this without Sessin's Holy Symbol, for Gravel would surely stop him.

When going out on a boat to do the monthly rites, Abasi was attacked by a small gaggle of Kou-Toa. However, calling forth Flow, as well as summoning sharks and Water Breathing, himself, Abasi survived, and killed a great number of the small band that attacked. The others excaped, except a Kou-Toa whip who was knocked unconcious. Abasi had Flow drag the fishman back to shore, and when the Whip came to, Abasi had a talk with the Kou-Toa.

They struck a deal. Abasi would get items for the Kou-Toa, and limit the amount of fishing in the area, if the Kou-Toa would kill many of the Earth worshipers and Sessin in paticular. The Whip agreed. The dragon's hoard had been claimed, long ago, and kept within the temples. Abasi had seen a scroll of Create Undead. The water priest contacted the Whip, Spwif, with Flow, and had him bring forth the most cowardly and weak of the Kou-Toa. Abasi turned the Kou-Toa into a ghoul, and instructed Spwif to attack lone fishers, and the Earth priests, when they would go into the fields at night to till. He also instructed them to wait for further instruction.

Present day:

It's growing time for the Harvest, holy day of the Earth Temple; the crops have shown quite well, for Sessin has Gravel rove through the ground, stirring up minerals. A party is going to be had, the Earth clerics running the show, with food and meriment. It's going to happen likely a day or so before the PCs arive.

The PCs could be ariving for several reasons:
*They could be simply traveling through, or looking for a ship; part of Peat Flow's coast could be a suitable bay, and word could be sent to a nearby Military port to allow a ship to come down.
*The Mound is a perfect place to destroy an evil or cursed item, for the holy mud and silt will protect from the evil radiations of the magical item.
*There are special mosses that grow in the caves just off of Peat Flow, and these could be components some wizard desires, or a needed material an item-creating party member could use.
*A friend of the PCs, an Earth priest could ask for help on the disappearences of the priests and fishermen.

If the PCs begin investigating, they'll find webbed footprints among the sand. Some of the children of the village have seen the 'Shimmering Men' who come out and wrestle on the beach (This is actually wet Kou-Toa glistening in moonlight, trying to herd ghouls to the fields to attack secluded priests). That evening, one of the priests actually excamped a ghoul attack, but he seccumed to a 'Blindness/Deafness' spell from Spwif right before, and could only recount the Smell, and the slap of wet feet on the ground.

If the PCs pick up the idea, the Kuo-Toa aren't very far off shore, and any Water breathing powers would easily get them there. The Kuo-Toa have perhaps twelve ghouls with them*. If the PCs have no idea, the morning before the Harvest, the Kuo-Toa get a little sloppy. Spwif's acolyte Mish (lvl 2 whip) takes two kuo-toa and two ghouls hunting that morning before dawn. Unfortunately, the ghouls ripped an arm off their victim, and the surf took it, and was unfindable. Mish herded the ghouls up to a cave nearby. The arm will wash back to shore, and the cave shouldn't be too hard to find. Mish will set the ghouls free on the party and then try to run.
* Raise the number of ghouls depending on level, as well the level of Mish and the number of ghouls he takes.

If the PCs kill Mish, the kuo-toa and the ghouls, the town will call it a win, the culprits caught, and they will not be prepared for Abasi, the Kuo-Toa and Ghouls attacking the harvest. Abasi will override the majority of the Ghouls and concentrate attacks on Sessin (if not using summoned creatures from afar).

If the PCs do not kill Mish, or take any of the Kuo-Toa capture and talk to them in, the kuo-toa will spill the beans. If the PCs warn the town, they will be ready, and ask the PCs to join them in the fray, or go hunt Abasi. Abasi will be prepared for battle, waiting by the coast to prepare for the coming attack with Spwif. His most likely action will cast Water Breathing, go into the water, and use it as his cover for the spell/summon battle. Spwif will swim to his troops and call them up for a battle on the beach.

If everything is going unaccording to plan, Abasi will lose his Holy Symbol of Calling (Flow will not allow it to be stolen, will come after it, and claim it), and Run. Likely to stalk the players again.

Note: If you do not have an Earth or Water deity, a nature God would work for either, also.

Thoughts, opinons?
 
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