IRON DM revival!

Re: Rune vs Griswold...

incognito said:
In our parallel round of IRON DM, we have two submissions that get us back on track with the type of quality we are used to seeing from the capricious minds here on the boards (capricious being a compliment in this context, of course!)

Let get right into it with Rune:

Rune, Gratz! I thought your entry was excellent, I especially liked the way you wove in Incognito's typo :D very good stuff!


And speaking of nips and tucks – let go on to the next entry: Griswold!

I know there is more than meets the eye, here. Griswold elaborately sets up an insane shadow dragon, using the time honored illithid element. Then simply drops it in the player lap (!!) as a series of believable, if non-ingenious plot hooks. I feel like I got half of a submission – which might well be true, given Griswold’s next immediate post.

Aye, I got crammed for time this morning and it shows.



So – what did I like in this scenario? The history of the dragon, and the backfire of the Illithid ‘ultimate weapon.’ Makes you think of what would’ve happened if NASA engineers had designed the Death Star – thing would blown up in their faces (“Metric conversion issue, Lord Vader”). We see the Gith introduced in a logical fashion. Gith hate Flayers; No new pantheon needed. A variety of plot hooks is another bright spot. Although not as versatile or well planned as some previous submissions, we are given choices as to how to get involved – whereas in Rune’s scenario, you get caught up in the motion, like it or not.


This is I think the longest post I've made on EN wolrd yet :) and my first shot so your critique and the experience was well worth it!


I’m not going to take as much time to point out shortcomings of this adventure. I do think the use of coins was weak, and poorly incorporated. All in all, the single biggest flaw was the abrupt cut off from the well flowing history, to present day adventure. Similar to waking up from a very entertaining dream by an annoying roommate…My best guess is that given another 24 hours, we would see some serious fine tuning to Griswold’s idea.


I have to agree with you, It was jarring. I also realized after posting that I had forgetten to emphasize the maintaing Balance ingrediant, which would have been fairly obvious once I got to detailing the communities that Mathalynix's lair was near.


It is the cruel, fish god way of the IRON DM contest, though, that there is only the 24 hours. And so with his submission: an overwhelmingly superior piece of DMing goodness, I’m happy to award this round to RUNE.

Gratz! again Rune and good luck in coming rounds!

-G.
 
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Re: Re: Rune vs Griswold...

Griswold said:
Rune, Gratz! I thought your entry was excellent, I especially liked the way you wove in Incognito's typo :D very good stuff!

Why, thank you! Honestly, if he hadn't made the typo, though, I probably wouldn't have had a submission!

Aye, I got crammed for time this morning and it shows.

I know how it goes--almost happened to me (I should have been doing a writing assignment for my Milton class!)

For what it's worth, you had me very worried while I read the first part of your entry, before I scrolled down and realized that it wasn't finished. I hope you play in a future Iron DM game, because you certainly have the potential to do well (methinks).

Gratz! again Rune and good luck in coming rounds!

Thank you, again!
 

...yet all I can think about is a throne of human fat. What's up with that?

Yeah, I know. What a great ingredient. I wont say any more until the entries are in, but it definitely boggles the mind. In a good way.
 

Re: Re: Tuerny vs alsih2o

tarchon said:


In its basic sense, irony is a rhetorical device in which the speaker or author uses deception or dissemblence for some effect (without the actual intent to convey false information). The simplest form of this is stating something not literally true, such as "that was so funny, I forgot to laugh", usually for humorous or sarcastic effect.

.......

An even more devious approach might be to have the ring create situations which appeared to be ironic but in the end turned out not to be ironic at all.

See, this is why I became a Computer Science major rather than an English major ;)
The irony was the hardest part of the scenario for me, and I was just hoping I got close enough to it to squeak by the round.
Which I did.
I like this round's components much, much better and think I have learned alot from the last round. :)
 

Dawn at the Court of the Midnight Earth King

I apologize ahead of time for the length of my post. This is the shortest I could see myself making it without cutting something important.

Dawn at the Court of the Midnight Earth King
An adventure for PCs of 7th level

Background :

The conflicts of the elemental planes are as constant and never-ending, with countless battles being fought between good and evil, earth and air, water and fire. Every so often something that happens that throws the balance out of whack, sending things into chaos for some time. A thousand years ago one of these things happened. The Evening Earth King, a powerful xorn under the domain of the Court of Elemental Earth, found a mystical, yet fragile mechanical clock known as the Mechanical Clock of Urmushan that promised to increase his power twofold. Despite the protests of his loyal, dao servant Moluch ibn Taifar, The Evening Earth King tapped into the power of the clock, and was infected with evil becoming the Midnight Earth King.
Soon after this transformation, the Midnight Earth King’s home was turned into a place of horrors and the Mechanical Clock of Urmushan was hidden inside a throne of human fat the Midnight Earth King had purchased from some of his devil associates.
As the years passed the Midnight Earth King found himself in battle after battle with the forces of the Court of Elemental Good. Recently he found himself slowly losing power as the one thousandth anniversary of his empowerment by the clock approached. Fearful of this, he sent Moluch to investigate ways that one might empower oneself again with the clock. Moluch did so, using the vast libraries of the City of Brass, and not only discovered how to restore the power of his lord but also how to turn him to the power of good. He would have to get a group of noble-hearted mortals to shatter the clock, just before the time on it ran out. If, however, the clock were rewound the evil and power of his lord would be increased to its maximum once again. Moluch decided to betray his lord, and, in this manner, save him.
Moluch did not dare directly lie to his lord, so he instead told him that only a band of good mortals would be able to rewind the clock. The Midnight Earth King took what Moluch said as the truth, and instructed his chief salamander courier, Iva-ruch-al the Everburning to gather such a group of mortals with a lie about removing the evil from his heart so that he may be empowered once again. Iva-ruch-al the Everburning agreed, but decided to throw in tales about his old enemy, Moluch ibn Taifar, so that perhaps the dao might be removed once and for all.
Enter the PCs.

Basis :
This adventure assumes that the group is primarily of good aligned characters that have some fame in the region. Previous interaction with the elemental planes is also helpful. Characters with high rank in search and gather information is essential.
The adventure begins with a salamander courtier, Iva-ruch-al the Everburning (a noble salamander), giving them an invitation to a ball in the Court of the Midnight Elemental King.

The invitation itself will serve as a gateway to the party and by tearing it on the hour of midnight on the night of the next full moon the PCs will be magically transported there.

If the PCs do any research on the Midnight Earth King they discover that he is a member of the Court of Elemental Evil that has is renown for his elemental balls. He occasionally invites mortal these balls and they typically return in one piece, assuming that they do nothing to anger him.

The Ball of the Midnight Earth King :

If the PCs choose to go then the ripping of the note results in the PCs appearing before the Midnight Elemental King [Half-fiend elder xorn, 30 HD]. All around him are a plethora of Azer, Salamanders, Xorn, mephits, and genies of various sorts. In a gravely voice, the Midnight Elemental King welcomes them to his ball, and tells them to enjoy themselves and bring word of the hospitality of the Midnight Elemental King back to their home realm.

The ball is dominated by the elementals dancing in bizarre forms and styles. In the corner is a band of jann whose raucous music frequently overwhelms the sound of voices. If the PCs wish to make conversation or gather information then they must do so in the ten minute breaks between the thirty minutes of music. Each gather information check requires two of these breaks to complete.

The following pieces of information can be gathered if they ask the right sort of question and make Gather Information checks:

1) The Midnight Earth King has been collecting clocks for centuries. For his own personal amusement he has a habit of hiding them in places that are directly proportional to their importance. (DC 25)
2) The Midnight Earth King is currently losing out in his constant battles with the Noon-day Air Queen. He is growing desperate and is looking for some way to turn the battle back in his favor (DC 25)
3) Moluch ibn Taifar has served the Midnight Earth King ever since the Midnight Earth King came to power, serving as his right hand man and chief enforcer. (DC 20)
4) Iva-ruch-al the Everburning and Moluch ibn Taifar are old enemies and have been constantly at odds. The Midnight Earth King has kept that struggle from erupting into a battle so far but has also been showing increasing favor to Iva-ruch-al as of late. (DC 25)
5) A powerful, visiting efreet noble by the name of Sheila Of the Ten Thousand Fire-spawned Diamonds will tell the PCs with a DC 30 information gathering check or a liaison with any particularly attractive PCs that Moluch ibn Taifar that was recently at the libraries of the City of Brass doing in-depth research on the Mechanical Clock of Urmushan.
6) An aging earth mephit servant will tell the PCS with a DC 30 information gathering check or a promise to aid him for an hour with his duties that the Mechanical Clock of Urmushan was the first clock that the Midnight Earth King ever collected and that his essence is directly tied to it.


If at any time the PCs approach the Midnight Earth King and question him about the clock he will insist that he lost it long ago and that it is no longer a thing of importance. If they press it further he will warn them away. If they get insistent he will send his honor guard of six xorn and six salamanders to destroy them.

Timed Encounters
At 1 AM Iva-ruch-al the Everburning, the Midnight Earth King’s chief salamander courier who brought the PCs the message, approaches the PCs and tell them that they were brought in for the purpose of completing an important mission. He can’t trust anyone in his court because of the fear of potential betrayal. Only the PCs, who are widely renown for their good hearts and dedication to justice, were considered above suspicion.
Iva-ruch-al the Everburning tells the PCs that the Midnight Earth King desires to change his ways and move towards the light. However, in order to do this the fragile but mystically powerful Mechanical Clock of v must be found and rewound. He warns them however; that there are powerful elements in the court would like to see the Midnight Earth King continue with his reign of darkness. He tells them to be particularly careful of the dao, Moluch ibn Taifar.
He also warns them that they have until dawn, because of the Mechanical Clock of Urmushan strikes the hour of eight then the Midnight Earth King will remain a servitor of evil for another thousand years.

At 3 AM, the Midnight Earth King will retire to one of his quarters for a while and will send Iva-ruch-al the Everburning to fetch the PCs. When they arrive he dismisses his servants. When he is alone with them he will tell them that the reason he does not pursue the clock himself is that he does not remember where he put it and if he is seen as actively wanting to change particularly evil elements of the court will likely rebel against him. Only by seeing it as a change brought about by outside forces will the court accept that the change was implemented by the dictates of the Path of the Four-Fold Elements. He says that all he can remember about the location of the Mechanical Clock of Urmushan but he remembers that the secret to finding it can be found within the Hall of Clocks.

At 5 AM, or just before the PCs are heading to retrieve the clock, Moluch ibn Taifar will approach the PCs and request a private audience with them. If they agree then tells them that he knows that they are here to find the Mechanical Clock of Urmushan but that the information they have on its workings is wrong. He warns them that he has been with the Midnight Earth King since he was a normal xorn many years ago and that the Mechanical Clock of Urmushan is a thing of evil. The Midnight Earth King only became a half-fiend after he tied his essence to the clock and that the only way to free him would be to destroy it. He had decided to betray his lord to the PCs because the evil of the Midnight Earth King must not continue. If it does so it will only result in destruction for thousands of elemental creatures.
He also warns them that both Iva-ruch-al the Everburning and the Midnight Earth King are planning to betray them and destroy them once they reset the clock. If they reset the clock, which is something only good creatures can do, they will empower his evil for another thousand years and enable him to gain the edge he needs to kill the Noon-day Air Queen

Exploring the Palace of the Midnight Earth King:
The Palace of the Midnight Earth King is divided into the following areas

1) The Ball Room, which is described above.
2) The Hall of Clocks: The number of clocks in this area is almost disturbing. Hundreds and hundreds of clocks of all shapes, sizes, colors, and features can be found ranging from sun dials to the disturbing Bone Clocks, powered by negative energy, to the Fey Clocks which each house a miniature brownie responsible for making sure the clock works properly.
If the PCs investigate the clocks they won’t be able to find anything of interest or special importance, unless they specifically look for a pattern based on the time the clocks are showing. If they do so they will notice that in most cases the clock to the left of a particular clock is one hour earlier, each one to the right is one hour later and that the clocks above and below are each identical in time. After this a simple search check (taking five minutes) with a DC of 20 will be able to find all of the clocks that are not correct. If they are pull in correct order than the roof will open a number of wholes and start spewing out human fat for a few moments before they close up again. At that point a few random clocks are reset so that they point to an incorrect time.
In the event the PCs fiddle with the clocks in some other way the clocks will reset themselves to their original locations after twenty minutes.
3) The Hall of Windows: The windows open to countless vistas showing a variety of different planes and worlds. If an individual goes through one of the windows it serves as a one-way gate to said location.
4) The Embassy of Fire: This area serves as a gate to the elemental plane of fire, specifically the City of Brass. Visitors from this location must pass through the contingent of guards to go to and from the Palace.
5) The Embassy of Water This area serves as a gate to the elemental plane of water, specifically the Fortress of Ten Thousand Pearls. Visitors from this location must pass through the contingent of guards to go to and from the Palace.
6) The Fortress of Earth: This serves as the main base of the Palace and is where all military and personal locations of the inhabitants of the fortress. The PCs will not be allowed in here unless they have the capabilities to fight their way through countless salamander and xorn guards.

Conlusion:

Once the PCs have figured out that the clock is located within the confines of the throne of human fat they must find a way to access it without being caught onto. Considering that everyone of importance in the party wishes for them to actually find the clock, this is not too hard. Simply reaching into the human fat that composes the throne and feeling around will find it. Recovering it is simply a matter of pulling it out.
Once the clock is pulled out it will begin ticking very loudly and everyone around the room will turn to look at the PCs. Moluch ibn Taifar will rush over and urge the PCs to destroy it. Iva-ruch-al the Everburning will insist that they not do that as it will result in a thousand years of hardship and woe. The Midnight Earth King himself will not intervene, instead sitting off to the side to see how this unfolds.
If the PCs destroy the clock then they have released the Midnight Earth King from his evil. Iva-ruch-al will be enraged and will attack the PCs. Interestingly enough, the throne of human fat will also, during the first three rounds of combat, reform itself as a human fat golem (consider it to be the equivalent of a flesh golem) and attack the PCs as well.
If the PCs reset the clock then the Midnight Earth King laughs in a way that only earth elementals can and orders his guard of salamanders and xorns to kill the PCs and Moluch. Moluch calls them pathetic fools but yells that they must get to the Hall of Windows. The PCs must now flee the horde of a six normal salamanders and six normal xorns and make it to a window to some place safe. If for whatever reasons it looks like the PCs might defeat the guard then Iva-ruch-al will join the battle. If the PCs somehow defeat him too, the Midnight Earth King says they have earned the right to leave, but if they ever come back he will destroy them himself.
If the PCs choose merely to flee something similar to rewinding the clock happens, only the Midnight Earth King and Iva-ruch-al attempt to go after the PCs immediately, rather than letting them leave.

Aftermath :
If the PCs have freed the Midnight Earth King from the influence of the Mechanical Clock of Urmushan they have made a powerful, new ally in the elemental planes. The Midnight Earth King will gain the half-celestial template becoming the Dawn Earth King. He will also reward the PCs handsomely for their aid.
In the event the Midnight Earth King remains a servant of evil and the PCs escape they have made a powerful, new enemy. The Midnight Earth King will periodically send his agents to harass the PCs. Of course, if the PCs rewound the clock than he will have a lot more power to expend for this, as he will have the ability to defeat the Noon-day Air Queen. In the event the PCs just fled then harassment will be rare as he will have to devote most of his resources to holding onto his realm.
 

Well it looks like I committed a fatal flaw. I put raucous music when I meant rousing.
Alas.

:(

At least I was able to redeem myself after my last adventure.
:)
 
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Congragulations to the last two winners :)

I will be ready to go up against Rune anytime (except between noon and five tomorrow) but Wednesday morning or evening is fine.
 

By means of a bump, I would like to state that as the finals get closer, I would appreciate it if the winner's competition against me be delayed until I say I am ready... I am preparing for this weekend's game, and that takes precedence... I am a DM first, Iron DM second, and I can't afford to be checking the boards on an hourly basis.
 

Irony: let's talk turkey

There is actually quite a bit of debate, even amongst those of the enlish literature bent about the proper use of Irony.

This is becasue there is more than one type of Irony. There are 4, In my literary opinion:

Socratic Irony: a pretense of ignorance and of willingness to learn from another assumed in order to make the other's false conceptions conspicuous by adroit questioning

Dramatic irony is when an audience perceives something that a character in the literature does not know.

Verbal Irony: The use of words to express something other than and especially the opposite of the literal meaning.

Irony of situation: When there is a discrepency between the expected result and actual results

Usually, irony is also a form of humor because it can juxtapose two opposite ideas in a clever or unexpected manner. Irony is a difficult trope because a simple expression can be made ironic simply by changing the inflection of your voice.

That being said, tarchon's situation is a little of Dramatic Irony, and Irony of situation, and is a very fine example:

A real irony in this last sense would be something like if the bard had gone to the tree seeking knowledge of music and gained a stilted academic knowledge that snuffed the creativity of his music (turning him lawful). The plot plays on the audience's expectations (of the Tree of Knowledge) to deceive them about the true outcome


This does not mean some of Tuerny's exmaples were invalid although we all can agree some were contrived, or weak.

Especially the Set of statues: and here is why. See our boy trarchon assumed that the creature statues all pertified each other. That may not be the cse, although both the PC's and the players may assume it is - creating a paranoid situation when the truth is something else entirely.

Alternately, you have the more obvious irony that all these creatures met their end in the same manner they so brusquely dole out to others. Like it would be IRONIC if a dark ages exceutioner was himself beheaded - see the differrence btwn that and simple swordsmen?

But I guess that's enough on this topic, let's stay focused
 
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Throne of human fat
Rousing music
Fragile mechanical clock
Salamander couriers
Betrayal
1/2 Fiend Xorn


I really apologize for the length of this. The scenario got out of hand at about 2am this morning, and I just couldn't stop writing. If I lose for that, "I regret nothink!"

The Clock of Elemental Evil (level 18-20)

Adventure Summary: The PCs stumble onto the plot of a powerful fiend, and must set it right. A scenario that can easily be used for a Kick In The Doors campaign or an Intrigue & Puzzles campaign.

Background

The majority of the adventure will be taking place in the Clock Tower. The clock itself was constructed by a somewhat mad wizard as a gift to the local community... so the local community can be anyone he would have felt indebted to, from a small village he was born in to a major city that sponsored him in its wizard university. It doesn't much matter, so cut and paste into the world and location of your choice.

If he'd known this adventure would stem from it, of course, he might never have built it in the first place.

The wizard was Urgid the Great, and he died fifty years ago, a decade or so after building the tower. Now referred to as Urgid's Clock (originally The Elementastic Clock Tower), it is considered the last marvel of his career, and the best.

The basic tower is a six story structure built around a single, massive water clock, and into which a thriving community of elemental creatures has been brought into service. Tours through the clock tower are a weekly occurrence, starting at the bottom and going up through the tower on a solid spiral staircase, coming out in the gardens at the top, and then following a second spiral staircase down the outside of the tower.

Every few days, the denizens of the tower put on a music production of some sort. The show is usually produced by the salamanders, but xorns have been known to add a bass element to the chorals, and the water elemental at the center of the clock has been known to sing in a surprising soprano when she can be bothered.

The Elemental Community

Xorns (of all sizes) form an industrious society near the base of the tower. Urgid has set up a rather unique enchantment for them, which alters their waste byproducts into rare ores, minerals and gems... so long as they remain working in the tower. It only works for wastes produced by xorns (it merely reassembles the components, it does not create them). In return, the xorns spend a chunk of each day swimming through the tower and making sure everything is working. They can generally be considered skilled laborers, capable of replacing parts, replacing masonry, and so on. The xorn society in the base of the tower rather resembles industrial age, blue collar rural - a typical xorn spends 4-12 hours a day doing a bit of labor, comes home to family, spends Friday nights playing poker with the buds... Xorns are all of average intelligence, and generally apathetic towards anything that is not doing their job or taste testing vanadium/corundum/etc.

Mabilan, an elder water elemental (Huge, 40' tall in wave form) is actually the entirety of the water in the clock. Originally the 'goddess' of a small stream when Urgid found her, she now considers herself the 'goddess' of the flow of time. She's not insane, per se, but she definitely has a powerful opinion of herself. For the most part, Mabilan does not interact with the others but contents herself to flow up and down the water clock much as she did in the stream. When she does detect a problem (clogging in the flow, a leak, etc.), she usually taps on the walls near the xorns, who have an appropriate level of awe for her raw power.

At the top of the tower, there is a kind of aerie garden, intended for use by sylphs and their like. In general, however, it is unpopulated - the airy kind are too flighty to be bound to a particular place, and Urgid prefers willing servants. Occasionally a sylph (I'd use the dryad stats, but with air-related spell abilities) can be found in the garden.

Inside the main body of the tower is a small community of salamanders, led by Ur Shannar (a noble salamander and level 10-15 fighter), a tempestuous aristocrat with a strict code of honor. Ur Shannar serves in the tower as a matter of life debt to Urgid, but has come to enjoy the simplistic lifestyle that is required of her. The other salamanders are of all types, and are Ur Shannar's subjects. She and Mabilan have something of a petty feud going on, but it is not particularly real. The salamanders are the primary craftsfolk of the clock tower, producing gears when the xorns need replacements, creating and setting off pyrotechnics for special occasions on Urgid's calendar, and so on.

Two of the noble salamanders, in particular, have become enamored of entertainment as its own pursuit, and have gained levels in bard (in the recent past, they have been producing choral theatre productions). Their names are Maur Umisan and Ki Thanal. They're a bit bubble-headed, but the most friendly with all of the various denizens of Urgid's Clock and with the outside world.

Enter The Fiend

Fathashick is a fiend whose forte is necromancy. He is a Huge humanoid of corpulent dimension, vicious demeanor, and a subtle and cunning manner. His symbol is a throne of human fat, and has been mimicked occasionally by necromancers wishing to draw on his power. His stats are unimportant - if he ever actually shows up, it needs to be an epic level game anyway.

Regardless, his goal is to spread as much misery as possible, and to that end, he has taken an interest in Urgid's Clock, which easily represents one of the more powerful elemental factions in a single location on the Prime Material. Acquiring it, however, looked to be rather difficult.

So he created an agent, impregnating one of the xorns with his own foul essences, to birth Xiang, a half-fiend xorn of unusual intelligence (INT +4 for being a 1/2 fiend). Xiang, separated from his kind by his comparative brilliance, seduced by dreams sent from Fathashick, and spurned by the salamanders he thought he belonged with ("What does this earthy body of mine matter? Is it not our minds that matter?"), Fathashick gradually became a cleric of Fathashick (domains Death, Evil and Healing). Xiang has been Fathashick's agent now for a decade, and with Fathashick's aid, has gradually worked his way into the salamander's good graces. Recently, he has gained enough of Ur Shannar's respect to become her advisor and confidante.

Over the past year, he has been slowly persuading Ur Shannar to decide that her life debt to Urgid has been abused by Urgid, and that the region must (a) pay for the abuse and (b) bow down before Ur Shannar's might.

Current Events

Although honorable, Ur Shannar is still a salamander, and sometimes weak. Recently, she came to the conclusion that she would do these things... but still maintain the tower as she had promised.

Xiang, now confident of his position, has presented her with a means to the end. By creating a temple to Fathashick, Xiang will bring about the power Ur Shannar needs to rule a large area from inside the clock. The core of that temple will be a throne altar made of human fat tallow.

A few weeks ago, three tours went in to the tower and were reduced to a waxy tallow by salamanders under fear of Ur Shannar. A few more humans came in to investigate and were similarly transformed. The elementals in the clock tower are not very familiar with the world outside, and are not sure why humans come in every week like clockwork - they just do, just like the clock hands always comes around to the top. The tours have stopped coming, however, and Ur Shannar and Xiang want to know why.

They will be sending out flame brother scouts (flame brothers are a type of lesser salamander) to acquire more humans to finish the throne. The flame brothers, however, are working for Maur Umisan and Ki Thanal. They don't know why Ur Shannar has suddenly changed, but it doesn't sit well with their own beliefs, so the flame brothers are carrying messages (engraved in small steel plates, in the Ignam language) from the two bards (left behind when they take each victim - they don't dare not take a victim). This is the only current contact between the clock and the outside world, as Ur Shannar, possibly suspecting betrayal from the two, has declared a moratorium on choral productions.

Hooks

Hook #1: The obvious - the tours into the tower disappeared, and the townsfolk want to know why. The clock itself seems to be working perfectly otherwise. And now, recently, steel plates in an unknown tongue have been appearing... while citizens who are particularly fat have been disappearing. The PCs are hired to investigate.

Hook #2: The angsty - the PCs were on their way through town when a valued friend or henchman was taken. In his/her place is a steel plate written in Ignam.

Hook #3: The oblivious - the PCs need something from Ur Shannar or another elemental subtype. Salamanders are known as being among the world's best forgers of steel, and a artifact-level Flamebrand might need something made by them. Or perhaps they want to hire her (or even Mabilan) to assist them in a fight elsewhere. Or they might wish to steal the xorn's gem collection. Regardless, they want in the tower for their own purposes, and may or may not know about the current attitude towards humans.

Hook #4: The evil - the PCs are evil, and have been approached by Fathashick to assist Ur Shannar, in return for granted lands and powers within her future domain. Of course, the PCs may or may not suspect that Ur Shannar will just add them to her throne when she's done with them, or that Fathashick is intending to use Ur Shannar to take those lands for himself.

Goals

Oddly enough, this entire scenario can be completed with only one more death: Xiang's. Ur Shannar can be talked down and shown that her honor has not been abused, or Mabilan can be persuaded to cool things down and talk to her, the xorns could be convinced to help (the PCs would need to know how Xiang came about, though, or else they won't be bothered with it), etc. It's unlikely that Xiang can be talked down, however... he's spent a lifetime outside of society and developing his personal brand of smouldering hate for those who reject him.

However, it's likely that there will be a lot of beatdown and death anyway.

Stop the Throne's Completion: The real goal of the throne is to allow Fathashick to manifest in the tower. Once that's done, he's going to destroy the noble salamanders and any xorns that Xiang does not specifically request protection for, and establish a temple to spread his obscenity with. Depending on your campaign, the throne may be near or far from completion.

Stop Ur Shannar: Ur Shannar is powerful. She's a noble salamander with enough levels of fighter to pose a serious threat to your PCs. She can be stopped by killing her, persuading her that her honor has not been abused, persuading her that Fathashick/Xiang will betray her, or by persuading Mabilan to talk to her. There are also two bardic salamanders in her retinue who may be worth talking to - they have her ear somewhat better than the rest, although still not as well as Xiang.

Stop Xiang: If the PCs kill Ur Shannar, he will pose as her helpless servant unless he thinks the PCs know the truth. If the PCs attempt to attack him, he'll make a run for it, swimming into the earth itself. If the PCs have already talked to the xorns and explained to them what Xiang is (and who his father is), they will try to help stop him, mostly by blocking his immediate egress into the earth. Regardless, if he gets away, he can make a real dandy long-term villain. Give him enough levels of cleric to matter, but his real strength lies in his ability to persuade others to do bad things.

Save Urgid's Clock: It may seem silly, but Urgid's Clock is very important to the local people, and to numerous scholars, historians and fans of the mad old tinkerer. The xorn community and Mabilan can repair minor damage, but a real knock-down, drag-out fight could well destroy the clock. Refraining from its destruction should be worth some roleplaying XP.

Also, since it's not as blatant as the others, I thought I'd point out the various betrayal elements :):
Xiang betrays everyone but Fathashick
Ur Shannar betrays her own honor (with potential redemption)
Maur Umisan and Ki Thanal betray Ur Shannar
Fathashick betrays everyone but Xiang
 

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