Iron dm summer champion announced!

Pbartender--

That pictures ROCKS!

Iron DM has an official banner!

Oh, for the record, I wasn't being snide... I remain a huge fan of over-the-top champeen braggadacio. It's like being the Great Dalmuti... You earned it... maybe unfairly... but it's your responsibility to lord it over the lesser folk.
 

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Now that you mention it Rune, I remember the very match against Vaxalon that your last post refers to. Sorry to open up old wounds my friend. As it stands, though, any likeness to the huge triple champ banner previously displayed by another Board member is purely coincidental. I'm just giddy about my run to the title in the Holiday Tournament and second place finish this Spring, and want to share a bit of my joy with others :p.

BTW, going back to the chutzpah remark -- WinnipegDragon's trash talk about becoming a future champion is the epitome of chutzpah. It displays just the right mixture of brash determination and moxie!!
 



Quickbeam said:
Now that you mention it Rune, I remember the very match against Vaxalon that your last post refers to. Sorry to open up old wounds my friend. As it stands, though, any likeness to the huge triple champ banner previously displayed by another Board member is purely coincidental. I'm just giddy about my run to the title in the Holiday Tournament and second place finish this Spring, and want to share a bit of my joy with others :p.

BTW, going back to the chutzpah remark -- WinnipegDragon's trash talk about becoming a future champion is the epitome of chutzpah. It displays just the right mixture of brash determination and moxie!!

It's not an old wound! I was given the option not to compete against him, after all. I chose to do it, to test myself.

It was only later that I realized how bad an idea that really was. :D

But, since we're on the subject of my losses, I'd be happy to share with folk my strategies for playing an Iron DM match after this tournament is over. If anybody is interested in that sort of thing.

They're similar to and different from other people's.
 
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Originally posted by Quickbeam BTW, going back to the chutzpah remark -- WinnipegDragon's trash talk about becoming a future champion is the epitome of chutzpah. It displays just the right mixture of brash determination and moxie!!

I'm honoured! Unless that was an insult, in which case, I'm insulted!
 

I apologise in advance for the length of this. I hope I've made it interesting reading, but the fact that I'm doing a modern setting, and the ambitious nature of the scenario, pretty much guaranteed that I was going to have a 4K word count.

St Margaret's Tear

Femme fatale - the female PC/NPC and the egg
Crumbling temple - used to make the PCs think the egg is a good thing (dragon ley lines, etc.)
Origami golem - a paper tiger, and I apologize for it ;)
Pearl - a false pearl, at that, with the usual evil that that implies in literature
Forboding mansion - a mansion that forbodes
Ex-monk - his name is Pitr Vascova


Note: a forbidding mansion would be one that seemed like a bad idea to approach; a forboding mansion is one that provides foreshadowing of something awful, but could itself be quite pleasant. The essence of a femme fatale is not that she is both female and deadly, but that it is her very femminity that makes her deadly (typically by seduction, but I varied it a bit herein). And I am using the ex-monk in the literal sense, rather than in the game system sense - he has left his monastery and abandoned his vows.

Usually, the scenarios built for IronDM are plug-ins... short encounters that can be dropped into a pre-existing campaign for extra spice. What I am trying for here is vaguely ambitious, however - it is an introduction to a new campaign, in a not-entirely-generic setting. Worse, while it can be adapted for fantasy with a few tweaks, it is designed with the modern world in mind.

The upshot of this is that this scenario is a pre-fab construction set. A lot of the stuff in here can be tailored to your party's needs, and the actual way the scenario can go is up in the air. I try to provide guidance, but most of the real stuff is in the setup of a situation that can blow up for everyone's amusement.

Setting Notes: Earth, 199x. It's the world you knew, except that there are terrible secrets about magic and monsters, concealed by our willing ignorance. The characters are those rare souls who choose, for whatever reason, to pierce that veil and live in the far scarier world of the truth. You can run this from a Cthulu stance (everyone dies or goes mad or fails horribly), an X-Files stance (truth will triumph if you remain strong), or a White Wolf stance (you live in a strange world, and can make small changes, but the fundamental division between mundane and esoteric is never bridged). This scenario works with any of them.

There are a few factions of the supernatural explored in the scenario, and you can add as many others as you want to the campaign. The ones explored herein are the Illithid Vampires, a Dragon Cult within the Church, and an Order of martial artists who meet on the astral plane.

Characters (D&D): This scenario assumes no or low-level spell-casting. The characters are not yet familiar with the existence of magic, or have only JUST discovered it. Combat-worthy levels without spell-casting (fighter or rogue, for example) are fine. The purpose of the scenario is to draw them into the world of magic, and provide them with information - if they are already there, they don't need this scenario.

In addition to the normal needs for a party, at least one character (PC or NPC) needs to be female. If a PC, the players needs to be prepared for some challenges - if not, you may wish to have an NPC female on hand as well. This character will be the one chosen by the Siren's Pearl as its host (it specifically needs a female if it is to produce children).

Some special optional rules to spice up a party caster:

Cleric 1 or 2: A holy person, likely to become a saint, who can sometimes manage miracles. Use the sorcerer's Known Spells chart (but from the cleric's lists) to determine how many Miracles the holy person knows how to Invoke, plus the Domain spells. Clerics can cast spontaneously here, but it takes a great deal of research, meditation, and prayer to master the Invocation of new miracles. For purposes of this scenario, a Church individual would be best.

Wizard 1 or 2: An apprentice to the Golden Dawn who is connected to the Church faith in some way, and has recently (oh so recently!) come across forbidden texts showing ways to swiftly and easily master magic... it comes at a cost, however, as the magic pries at one's humanity. Wizards lose -1 of (their choice) WIS or CHA for every five levels of spells they learn, rounded up. Thus, knowing 4 level-1 spells and a level-2 spell would cost -2 total. In addition, each time a wizard goes up in level, he may choose to lower one of WIS or CHA by -1, and RAISE his INT by +1. Loss of wisdom results in being ever more cold and logical, losing the ability to understand emotion or others' behavior; loss of charisma results in a slow decline into psychopathy, losing the ability to interact with others in a meaningful fashion. Neither can be reduced below 1, and when they both reach 1, the wizard can learn at no cost (but can no longer improve INT each level).

FACTIONS

The Dragon Cult: Dragons once roamed the earth, and never will again... but don't tell that to these folks. They have studied the ley lines of the Earth for centuries, ever since a young monk in Feudal Italy stumbled across the study of wizardry, and realized that ley lines were the shattered remnants of dragon spirits.

In the centuries since then, they have always moved to acquire or build monasteries at key junction points, using the architecture to direct and store the magical energies there, and then gotten the buildings abandoned by the Church. There are not many - few enough to count on two hands - but each one has established a powerful link to the past. Their goal is to return dragons to the world by building a vast network of these monasteries and then reconnecting them at an astrologically auspicious time.

And although the monasteries are abandoned, the faithful of the Dragon Cult often live among the crumbling ruins, maintaining the pools of energy there and guarding their investment.

One such monk used to be Pitr Vascova, detailed in the NPC section, and one such monastery was the Tear of St Margaret Monastery, some ways outside of Moscow.

Saint Margaret and her link to dragons

The Tear for which the monastery is named is a fist sized pearl... except that its resemblance to a pearl is only in its luminous coloration. It is more like petrified egg white, and is believed by the Dragon Cult to be exactly that - a dragon's egg.

St Margaret's Tear: In fact, it is not petrified - that is its natural state. Nor is it the egg of a dragon, but rather of an illithid, an alien species from a distant interstellar empire. They burned out of existence several million years ago, having genocided the multitude of sentient species that kept them fed. Having learned their lesson, but still unable to escape their inevitable racial death, they sent eggs to planets they thought might develop sufficiently complex life for sentience to arise.

The egg requires a powerful mind to keep it nearby for some time in order to develop. For millenia, it has been passed back and forth between the weak minded, however, until it came across the Dragon Cult... although naught but a babe in illithid terms, it is cunning and intelligent, and possesses rudimentary telepathy, which it used to get itself placed at the monastery, in the hopes that one of the cultists would become sufficiently powerful to facilitate its birth.

Unfortunately, it was a bit too clever in getting them to see it as an object of worship. It has been locked behind glass for nearly two centuries now.

Its eventual goal is to find a powerful wizard and be birthed (it is a psychic entity, rather than a physical one) into the body of a highly intelligent female, so that it can birth more of its kind and begin a program to infest the sentient species of Earth.

When its species achieves critical mass, it will begin enslaving the human race and recreating its former interstellar empire (with enlightened, modern laws regarding the overeating of sentient herds).

The Silver Chain: An international order of martial artists who have, in their inner search, discovered the astral plane and consequently been invited in. Their primary goals are self-enlightenment and secrecy, but they occasionally do good deeds as well. The intense psychic training possible in the astral plane has reflected in the physical world as well, and they are typically psion/monks or psychic warrior/monks.
Silver Cord (general feat): You have learned to astrally project. However, the astral plane is a pretty dangerous place, dealing d4 temporary INT damage every full minute you remain in it unprotected. You can see & hear into the physical world as if using clairvoyance/clairaudience (by locale). There is no time limit, other than the psychic damage.

Silver Chain (general feat): Prereq WIS 13+, Silver Cord. You have created a demiplane for yourself. In general, a demiplane has no special abilities unless you develop them separately from this feat, but you can work with your GM to make it interesting.
Due to some influence from St Margaret's Tear, some among their number have become convinced that the artifact hidden somewhere in the monastery is the key to Ultimate Martial Power... unfortunately, knowing where it is astrally is not the same thing at all as knowing how to get to it in the physical world, and this has spanned a years-long search for the monastery the egg is hidden in.

And they are much better fighters than detectives.

NPCS

Pitr Vascova: A former member of the Dragon Cult and a former monk of the Church, Pitr fled and abandoned his vows when dark dreams drove him nearly mad. They started when he first moved to the Tear of St Margaret, and he has had an unhealthy obsession with that monastery (from a distance) ever since.

Once a sensitive artist who was fascinated by dragons (and entered monastic life to be part of the Dragon Cult movement), he lived a quiet life of contemplation, painting and sculpting his favored subjects (themed around Saints, of course), and believing in the eventual return of dragons to the world. He'd also mastered some of the ley line magics that connected him with dragons (1 or 2 levels of sorcerer, nothing compared to what the devoted cultists can do).

When he moved to the Tear monastery, however, things began to change. He dreamt of worms moving through his mind, and of a dragon, dying and tortured by the same worms. He dreamt of a foul-looking squid on the head of a woman, scooping the skull of a monk while blood dried on the walls. Worse, the dreams hinted at darker things... and he began to believe that the Dragon Egg was one of the worms in his dreams, and that it was trying to get inside him (it was).

He broke after less than a month of the nightmares, and fled the monastery to begin a new life of binge drinking and obsessive research. Looking at records of the Tear in a new light, he began to realize what it wasn't... and it wasn't the noble dragon of his fantasies, but something else.

Melpomine's Keeper: This is a singular individual who also has a demi-plane in the astral realm. His demiplane is built around a bound Muse (treat as a 1/2 celestial dryad, nymph, or similar) who provides him with insight, creativity and similar things.

He is not a nice person.

He has also discovered the egg, and seeks its location. He's a better researcher than the Silver Chain, however, and though he started later, is likely to find it sooner.

His demiplane resembles a vast mansion (which the PCs will likely be taking for their own early in this scenario) with a variety of paintings throughout. Although few know it, the paintings show images from the possible future of the people viewing them. The coolest part of his astral demiplane, however, is that it allows people to approach in physical form (using a variant of Mordenkainen's mansion combined with his astral feats).

He also has one other wonderful toy: a life-sized paper tiger that acts as his bodyguard in the physical realm (see Origami Golem, below).

Origami Golem: This is a golem made of thick, folded paper in the shape of a three-dimensional paper sculpture. It is usually constructed to resemble an animal, and has the same stats as that animal, in addition to its golem traits.

Golem Traits -
Weight changes to 50 lbs
HD changes to d10
Speed: Same, but can't run

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except as follows. Fire-based attacks do damage normally. Force-based attacks cures 1 point of damage for each 3 points of damage it would otherwise deal.

The most significant aspect of an origami golem, however, is its portability. It can (as a full round action) contract to a 10 lb stack of paper or expand back out to its full size (where it weighs 50 lbs). The origami golem can be carried in a reasonably small briefcase, and weighs as much as an early 90s laptop when so compressed. This is important to Melpomine's Keeper, who has many enemies.

ACTION

Fortunately, most of the complexity is in the setup! If you have a good grasp of the factions, the rest of the scenario largely writes itself. I will, as a courtesy, show you how ;).

Part I: Get the PCs to Moscow

This part's pretty easy. Use one of the hooks below, or make up your own, or just explain to the players that the fun stuff is in Moscow :). They don't need to know about the Tear yet (if they don't, it will lend more of a "what the hell do all these people want?" feel later), but if you want more of a straight adventure, it won't hurt if they do.

Some hooks:

The Church is investigating a possible internal cult and the PCs are working for them (as faithful agents, hired mercenaries, what have you), and there is some strong evidence that the cult is based out of Moscow, and is armed and dangerous.

Pitr Vascova, in his fleeing travels, finds himself in a bar in the same country as the PCs. He tells them his tale. Depending on the PCs, you could play it up as (a) he asks them to help him destroy the Tear, (b) he's a drunk mumbling about an Ultimate Power Thingy in a Moscow monastery, (c) he's changed his mind and wants the Tear now (he doesn't tell them about the Tear) and hires them as bodyguards for his trip back to Moscow (he stole money when he fled).

If one of the PCs is a wizard, they could stumble across a reference to a Pearl of Power (not the normal D&D item) that allows a wizard to learn more spells than normal without WIS/CHA loss. It was last owned by a Russian czar, although it disappeared when the Church got him beheaded, and disappeared somewhere in Moscow. On-site research is needed to determine its location...

Really, though, there's a bajillion ways to get the PCs into this. Any kind of PCs, any kind of overall campaign - just pick an NPC or group that they're compatible with, fiat that the group has discovered something about the Tear, and have them hire, plead, blackmail, wheedle or entice the PCs to get it for them. That's the great thing about powerful artifacts.

Part II: Finding the Tear of St Margaret Monastery

Regardless of how they get to Moscow, the trail leads to a monastery well outside of Moscow. If they're looking for THE Tear, they'll find some good books about its history in the Moscow libraries; if they're just looking for A Tear (without any idea of what it is), they could stumble across someone who saw the exhibit. If Pitr's with them, he'll know the way, and if they're working for the Church, they can find a manifest that indicates the cult uses the crumblinf, old monastery is a possible base of operations (perhaps the manifest lists the address).

Whatever clues they find, however, there will be a diversion before they can go there.

If it's late at night when they get the facts, and they decide to go there in the morning, you can have Melpomine's Keeper interrupt their sleep and ask to speak with them. He is a heavyset man, with a very ordinary (alter self) face. Otherwise, they can just run into him... but the goal is for him to NOT be very likeable, and interrupting their sleep will help with that.

Regardless, he will ask them (agressively if need be) why they are looking into the monastery. He will be brusque, discourteous, and won't answer questions in return. He will warn them off, or offer to hire them if they will bring the Tear to him. Remember: make them dislike him!

The purpose of this is some DM subterfuge - while they're busy deciding he's the BBEG, the Tear will be moving slowly into their possession and into the hands of the party spell caster. When they defeat him, they should be planting the seeds of their destruction. Melpomine's Keeper is merely a red herring...

At any rate, they should say no, or if they say yes, he'll screw them. Either way, they will eventually need to fight him to get the Tear, and that should be set up here and now. If they try to fight him NOW, of course, the origami golem will cover his escape, and then blow away into paper (you can give him more than one, if the PCs seem adept at taking them apart, or he has to abandon it).

Part III: Investigating the Tear

Once at the monastery, a few things will happen.

1) The Dragon Cult will become aware of the PCs' interest in the Tear. This is not something they like, and they will begin surreptitiously following the PCs. The PCs may be aware of someone following them, but the cultists will flee confrontation - most of them are like Pitr, sensitive souls who believe in dragons, although they ARE sorcerers.

2) The Silver Chain order, who have managed to find their way to Moscow, but not much past it, had a lucky coincidence - they overheard the PCs figuring it out. One of them is surreptitiously following the PCs to find out what other goodies they can figure out, while the others plan their night time raid.

3) The PCs will see the Tear. And the Tear will see them. Specifically, it will spot the intelligent female PC or NPC you made sure was in the group (in the characters section). This, it will decide, is its perfect choice to bear its infantile mind and be the mother to its species... and it will do something it hasn't dared to do in centuries. It will telepathically speak to its target. Adopting a voice not unlike what you might imagine from a baby dragon, it will plead for help in escaping its captors. It will offer to teach magic in return, and merely ask for freedom from the arcane torture it has been subjected to. It will explain that wizards drain their own madness into it, causing it immense pain - the magic it teaches does not cause or require this. Please?

Part IV: Stuff Happens

No, really ;).

There are plenty of conflicts and alliances possible, and they all lead where the game needs to go. They could end up discovering the Silver Chain and fighting with them over the Tear... or talking with them and allying with them to protect the Tear.

If they actually have a chance to speak with the Cultists, and tell them what the Tear said, the cultists may even PAY the PCs to take it and protect it. Otherwise, a cult of low level sorcerers can provide a pretty serious fight.

Other factions could be introduced, with similar wishy-washy ally/fight results. It depends on who the PCs get along with.

They won't get along with Melpomine's Keeper, of course... if they let him hire them, he'll happily take the Tear, and then betray them to the Dragon Cult so he doesn't have to meet any of his promises to them. If they didn't hire on with him, he'll just steal it during the confusion of dealing with everyone else.

In the later case, his plan is to leave a false Tear in its place (an unusually large true pearl), and he would probably get away with it... except that the pearl is silent, and the female character knows its not the same.

Part V: If This Was A Five Act Play, You'd Be Killing Something

The big fight with Melpomine's Keeper. He's a wizard with one or more origami golems, hiding on his home turf in the astral. He should be tough, but scaled to the party, and eventually they should be able to kill him... and discover that they've inherited some really nice astral property.

The place will indulge them in terms of layout, be defensible... and offer quick retreats and clairvoyant capabilities.

They'll also have the Tear, and generally, anyone who they're allied with will agree that they're the best people to protect it (because of the female character that it is fond of), and everyone else is likely to be an enemy.

The paintings in the mansion are the only sore point. Images of worms crawling through skulls, strange alien humanoids with tentacles coming out of their open mouths, and any other forboding images you want to steal from future plots you're planning. By the time they figure out that the pictures are precognitive, you can have them discover and free the Muse causing them.

The Muse has her own painting, too, the one she's trapped in. But that's another scenario...

Future Lines

The female character should start out reasonably nice or heroic, or whatever passes for it in the group. As time passes, she should become more cold and vicious, more willing to shed blood to achieve the aims of the group. And the Tear will be teaching her magic, even as her form begins to alter.

Eventually, she will need to learn spells to conceal her changes (possibly a 3rd level Alter Self that lasts for 1 hr/lvl?), as she will be becoming an illithid. This is why you need to pick the player carefully - she isn't failing saving throws, she's just merging with the psychic creature in the Tear.

Eventually, the party will have the opportunity to stop her, or NOT stop her (in which case she will disappear into the 6 billion population of Earth, finding new targets and implanting psychic eggs in them).

I mentioned the Cthulu, X-Files and White Wolf stances. Here's where they come in:

Cthulu: She's going to escape. You KNOW she's going to escape. And trying to find her will just lead you into a pit of despair, or yet another world-devouring monster. In fact, distract them with a world-devouring monster, and then, game years later, have them stumble across a secret Squid-Faced Bible titled something akin to Mein Kampf which explains their plan, but not how to find them. While you're at it, the Muse is actually a soul-devourer that possesses artists and inspires them beyond human limits until madness and death overtake them.

X-Files: If they don't stop her, the government will hire and equip them to find and stop her. It will be a long battle, but one they'll eventually win. And while they're at it, they'll prevent the Return of Dragons (by the Dragon Cult), discover some hidden conspiracy in the bowels of Melpomine's Keeper's mansion...

White Wolf: Maybe they stop her. Maybe they don't. But they kick a lot of a** while they're at it, and in the end, what's one more supernatural creature running the government? Have them discover other supernatural Orders, get in fights over better artifacts... After all, the squid-faced people from Mars may have arrived, but they're gonna have to stand in line for taking over the world. Welcome to Earth, b****.
 

I feel like I just scooped out part of my brain with a wooden spoon.

anonystu: See what you made me do? Now I've gone and made Rune's eyes bleed.
 

seasong said:
I feel like I just scooped out part of my brain with a wooden spoon.

I was going to guess Oyster Fork ;)

I must also add... Seasong: Wow. That's a mighty fine looking module. It's always nice to see that they guy who beat you out in the first round didn't win with a fluke ;)

Good luck!
 

IRON dm round 2:
Cool hand luke vs. Seasong

Femme fatale
Crumbling temple
Origami golem
Pearl
Foreboding mansion
Ex-monk


The pearl of great price: a bridge from one adventure, to another, for about 7th level characters.

Background:

In the country of Mandin, the handmaidens are a highly trained, highly devoted group of all female monks that serve as bodyguards to the royal family.


It seemed like such a small thing, really. One of literally hundreds. Surely it wouldn't matter? Besides, think of all the good you could do with it, a poor family could eat for a week on the proceeds of this tiny thing. That's what was running through Shanzli's mind, as she kneeled behind her mistress.

She glanced up, never daring to actually raised her bowed head, but just enough to see the back of the white dress, covered with hundreds if not thousands of tiny pearls, just like the one on the floor by her foot. Using her years of training, she moved her hand with snake like speed, and scooped up the little pearl.

As a member of the Handmaidens, Shanzli had achieved an honor and prestige that was almost unfathomable for someone born into her social standing. Her entire family was poor. Starving to near death in the winter poor. Her father owned a small cobbler store on the fringes of the great capital city. Her life was typical of that of a peasant girl, a second-class citizen because of her sex, even in her own family. She was the last one to eat every night, and the first one up in the morning, to do the dirtiest work of preparing the hides for her father and brothers.

This all changed during her tenth summer. That year, the Handmaidens had chosen new members. As normal they scoured all the temples of (whatever god good monks would worship. Where Shanzli is, it is by far the predominant religion). That’s where the Cloud master (think reverend mother) had found the young girl, deep in meditation, long before anyone else, even the monks would be there. This caught the Cloud Master’s eye. She had the devotion, and discipline, and, luckily, also the beautiful face necessary, and so, Shanzli was chosen to start the training of becoming a handmaiden.

Her life did not immediately get any better, the training, a 5-year process, was incredibly grueling. The first year, she worked harder than she thought possible, doing rough manual labor that built up her slight frame with long, lean muscle. She was also grilled in court etiquette, rules for diplomatic behavior, and most importantly, the Dow-ha, the strict code of absolute obedience, devotion, and rejection of worldly
Things to better serve the Royal family.

The majority of those chosen at age ten were not able to complete the training. Shanzli was one of the few with the array of physical and mental talents needed to pass the grueling final exam, and so, at the age of 15, she was allowed to become a handmaiden of rank 1.

Even though she was forbidden to ever see her family again, she was allowed to receive letters from them. At first, Shanzli thought that this was meaningless. No one else in her family could read or write, and they certainly could not afford a scribe. But a letter came nonetheless, in it; her father explained (through a scribe) that the honor that she had brought her family had turned their fortunes around. Everyone now graced his cobbler shop, thinking if his daughter was good enough for a handmaiden, surely his shoes were of good quality.

Shanzli served happily for almost ten years, truly excelling in all she did. She was one of the youngest ever to reach the 10th rank, and was nearing the 12th rank when her downfall occurred.

Unbeknownst to her, the Cloud Master has seen her pick up the pearl that had fallen from the princess’s ceremonial gown. She assumed that as soon as the ritual was over, Shanzli would return it. When, after 2 weeks, Shanzli hadn’t returned the pearl, the Cloud master brought in one of the mystic seers, to discover the whereabouts of the pearl. The seer, after putting himself in a trance, described a scene that was to be Shanzli’s downfall. It was revealed that the young monkess had become infatuated with “the pretty” she hid it, hoarded it, and had started to obsess over it.

Shanzli was immediately called into the Cloud Masters chamber, and confronted. She flatly denied having the pearl, further damning her. The cloud master then calmly reached into Shanzli’s robe. Into the secret pocket she had sewn there, and removed the pearl.

On the spot the cloud master expelled her from the handmaidens, ripped her traditional uniform from her, and after striking her with a stunning blow, slowly, forcefully, pressed the small pearl into the center of her forehead, where it remains to this day.

The cloud master explained to her that the ritual redeeming suicide would not be available to her, her punishment would be to live out the rest of her life in disgrace.

Stunned, humiliated, and naked, Shanzli was cast from the palace grounds. Desperate, she stole some clothes from an old woman’s laundry, and tried to return home.

Word reached her fathers house before she could. There had not been a handmaiden expelled in over 200 years. The shame this brought her family had only one redemption. When shanzli approached her father’s house, her father, mother, and 2 brothers were sitting cross-legged on the ground in front of their house, each holding a ceremonial knife. As she approached, her father started the ritual chant of honor redeeming suicide, and slowly pressed the knife into his abdomen, followed, in turn, by the rest of the family.

At that moment Shanzli’s mind snapped in two. When she got up from where she had fallen, there was a different, glint to her eyes, and the pearl in her forehead was no longer white, but deep black.

This new person named herself Jezell, and was the antithesis of everything Shanzli stood for. She reveled in the world, and the pleasures it could bring, and lived a life of debauchery. She soon found that her natural beauty gave her great power over men, and the natural quickness, and strength from her monk training had other uses as well.

At first, Jezell dominated, with only small lapses back into a confused Shanzli. Slowly, Shanzli began forcing herself more to the front. Currently, it is about a 50/50 split. Jezell is obsessed with living life to the fullest, especially in physical beauty. She has acquired a good amount of wealth, and an impressive art collection. Her true passion is jewelry and gems of all sorts, pearls above all. Shanzli is equally consumed with repentance. She longs to be able to atone for her sins, and thus, have the option of honor redeeming suicide.

Each is aware that the other is there, peripherally, but they choose to ignore it.

CURRENT EVENTS:

Shanzli (and her alternate personality, Jezell), have settled down many years ago near the town of Anten, a good sized down on a bustling overland trade route. Jezell purchased a large building on the edge of town, that was originally the fort/garrison that was the start of the town. Her reputation is legendary in the town. The knowledge of her wealth and taste for finery is stuff of local legend. She is said to be able to seduce men into doing anything she desires. The town is unaware of shanzli.

Hooks: This would be a great little side plot to drop on your characters immediately after they have completed some large quest, and are thinking they are simply headed into town to pawn there loot, and get a little R&R. Give them some gems/jewelry they need to pawn. This is also a nasty way to take away any over powered magic items that might have fallen into their possession.

HOOK: upon entering town, when they try to sell any gem, or jewelry item (including magic items that are in the form of gems or jewelry) The shopkeeper gets nervous when he sees what they are pawning, and he says that he is not interested in purchasing those items, if questioned, at first he will simply refuse to say why. If the characters leave to go to another store, it’s the same song, second verse. If they push (or bribe) a storekeeper, they will say that all the gems and jewelry they acquire are stolen from them within a fortnight, and they simply don’t want to lose any more money. They will then inform them that the only people in town that are buying such items is Jezell, at the old fort outside of town, even though she has reported numerous robberies herself. And that she normally pays more for the items than the shops do.

This is also serves as the beginning to a much longer quest to obtain the pearl of great price.

Scene 1: a cordial meeting

The house/fort lies on a large hill, just outside of town, and can be seen from afar. Even from a distance, things appear odd. There is an overbearing feeling of foreboding hanging in there, with no apparent source. There is a large wood and stone wall completely surrounding the grounds. However, instead of a thick, heavy door across the entrance, a light, skillfully crafted ornate gate lays across. The odd juxtaposition is continued through out the grounds. As the parties approach, they will see that the battlements that overlook the entrance have been carved to form statues, and the huge wooden posts that should anchor the main gate have been carved with scenes of various fey women seducing men. The gate will be open, and no one will be seen. Inside the gates, the start of a beautiful, if slightly odd, garden will have been planted. The garden, while full of delightful flowers, is far to structured, all lines are squares, and the plants form ranks and files, much like an army marching. The main building itself carries on the theme, of trying to cover up a militaristic undertone with lots of fancy decorations. The whole effect is rather disconcerting.

Upon reaching the main door, the party finds it open, and an exotic, and very beautiful woman is standing down the ornate hall (or, at least, a very dry military hall that has had expensive carpets and tapestries hung over it). She is dressed in a very formal (but still provocative) formal gown and absolutely dripping with jewelry. Observant party members will note a small black pearl embedded in her forehead. She greets the travelers enthusiastically, and graciously welcomes them into her home. After exchanging pleasantries, she asks them what brings them to her house.

Upon hearing they have jewels, she becomes obviously excited. She leads them to the next room, which is the main hall of the fort, that has seen extensive reworking to make it appear elegant. Sitting down, she asks to see their wares, and comments appreciatively about them. She excitedly offers them prices well above market value. The more treasure they present, the more excited she gets. She really turns on the charm here, letting them know how grateful she is to have such wonderful items. At some point, will inquire about a ring, brooch, etc etc, that the players are wearing, that they aren’t trying to sell, and says she would like to buy it as well. However, she cares nothing for the magical nature of them and offers the player only as much as the jewelry itself is worth. If they decline her offer (or any other offer for jewelry up to that point) she will pause briefly, and a frown will flash across her face. “Very well then, let’s not quibble.

Part 2: the deal goes south.

And here is where the DM get’s to choose exactly how rat bastardly he wants to be.
The less rat bastardly way to play it at this point, she gets up, and excuses herself, saying she must go to the ladies room, and while she’s back there, she will get the gold to pay to characters. She picks up a few of the more valuable items and exits out the large door at the back of the room, closing it behind her.
Then she doesn’t come back. If the PC’s don’t go to investigate, in about 30 minutes, start making listen checks, on a successful check, they hear hammering, coming from the direction the lady left in.

The more rat bastardly way to go about this (and don’t we all want to be more rat bastardly?) is after the rejected offer, she get’s up, and then offers refreshment to the characters. She goes to a large armoire, and opens it, revealing a well stocked bar. She offers them wine, or strong spirits of their choice, all of exquisite vintage. And pours herself a large glass of wine, and offers a toast to there new business dealings. The drinks are, of course, poisoned. Make a tough dc check suitable for your characters. The Drug greatly heightens the potency of alcohol, making one drink act like ten. Jezzel is quite free with the re-fills, and puts on show of getting quite drunk herself. She uses her very considerable charms and feminine ways to get the characters to drink as much as possible. A few swigs should render the players almost unconscious. The poison affect her, she doesn’t know why, but doesn’t question it either.

Once inebriated, Jezzell begins to open negotiations again, trying to get the now drunk companions to part with their pretties. Failing that, she will simply try to pick pocket them (with a huge penalty to the spot check for there inebriation) Once she has what she wants, she excuses herself, and again disappears down the hall.

So what if you have a stuffy paladin who doesn’t drink? Plan b is to use a contact poison. She goes back to refill her drink, and, while there, coats her hand in a substance that is a VERY powerful sedative. She will then become, “mrs flirty” and try to touch the bulging biceps of the stuffy paladin. Failing that fort save will render him unconscious.

Part 3: the disturbing hall.
Sooner or later, the party goes down the hall to follow Jezell. Upon opening the door, they see a very long hallway leading away from them, with many doors on each side. Near where they stand, thick rugs cover the floor, and beautiful paintings adorn the walls. The rooms at this end of the hall are lavish bedrooms, with huge, comfortable beds, rich furniture and fittings. As the hall progresses, the carpets, paintings, and rooms all slowly degrade, at first becoming stained, faded, then threadbare, by the far end of the hall, and a staircase leading down (where an occasional hammer blow can be heard) the floors and walls are bare stone, and the rooms at the far end are tiny, dirty, decrepit things. There are simple straw mattresses, and absolutely no furnishings. As they walk down the hall, they will come across various items of jewelry, all the ones that Jezell was wearing. At the far end of the hall, they will come across her dress, hung neatly on a hook beside the staircase that leads down.

The party can take time to search any rooms along the way, describe the room and it’s contents, if you are being rat bastardly, and Jezell took there items, keep track of how long it takes them to get through this. The longer it takes them, the more of their goods Shanzli will have time to destroy.

Part 4: going down

The hallway ends in a circular staircase winding down. At the bottom of the landing is a wide, shallow room. It is completely barren, except for a wooden door on the right side of the room, and 2 objects on the left. One appears to be a large display cabinet, filled with all sorts of gems and jewelry; the other is a large chest. Both, however, are really mimics. If the pc’s get close, they will attack. They can be avoided by going straight to the door on the right hand side.


Behind the door is a plethora of unusual sites. 10’ directly in front of the door is a very large table. On one half of the table, are pieces of paper, of sizes varying from postage stamp to almost 1’ a side, of a great variety of colors. The other side of the table is overflowing in the same pieces of paper, which have been covered in very small writing. If they look at one of the papers, In a variety of languages the phrase,

“I write this as my temporary penance, to atone for the sin I have done, and the dishonor I have caused my family. For the blood that is on my hands, there is no forgiveness, and I must find the pearl to deserve the sweet cleansing death.”

But what really catches their attention are four figures behind the desk. There are 4 statues, 1 adult male, 1 adult female, and 2 adolescent males. They are sitting cross-legged, staring ahead. In each ones right hand is a dagger. The father’s dagger is plunged into his midsection, and a bright red stream seams frozen in mid air. Next to him, the mother’s dagger has penetrated her skin, and the same crimson is beginning to spurt. The older boy had just punctured the skin, with a hint of red visible, and the youngest ones dagger is hovering an inch from his exposed belly. This last one is an incomplete figure, stopping at the chest level. Upon examination, the bodies are made from thousands, if not millions of tiny pieces of paper, each one covered in the aforementioned phrase, and cunningly folded. Close examination will reveal hundreds of familiar shapes, a cat here, a house, a tree, a person, a sword, a crane, all coming together to form these large, disconcerting figures.

During this whole time, the occasional hammer strike can be heard, and an occasional scream, some of rage, some of victory, can be heard coming from an open doorway, that leads down to darkness. The passage starts off large, anyone can stand up. Slowly the passageway narrows, and shrinks to where humans have to duck. All the while the sounds are growing louder. The passageway continues, until you are forced to your hands and knees. This is not comfortable; the floor is of very rough-hewn rock quickly tearing at the hands and knees. The banging continues. The passageway shortens some more; soon, the characters are forced onto their bellies, crawling the last 50’. About the time they start crawling, they can see light at the end of the tunnel.

Do a listen check for Shanzli, (hampered of course, by her hammering). If she fails, she will be working at destroying some gem or jewelry when the pc’s enter. If she hears them, she will be standing on the fall wall and will address them as they come in.


The tiny tunnel opens into a small circular room, about 30’ radius with a domed roof. At first glance, it is obvious that this is a temple of some sort. Light comes from a single lantern overhead, however, this light is greatly amplified by the surroundings. The ceiling is covered by fine granules (sand size) of an array of colors, brilliant reds, blues, and greens decorate the walls. These are the crushed remains of thousands of gemstones. The floor is covered by gold, silver, and platinum, that has been beaten flat, melding with the natural rock floor, obviously the settings of thousands of rings and necklaces. The temple is dominated by a huge altar, the base of which is covered in inscriptions and depictions of the god of monks. It has been carved from one single massive piece of rock, in fact, the whole room seems to be hewn out of the native stone. Behind the altar, is a small (3’) statue of that deity, looking out of place next to the overly large altar. The statues hands are held out, appearing to be grasping a sphere about the size of a softball that isn’t there.

The real oddity is the condition of the altar. It has been worn down, cracked, and crumbling. One of the front corners has sloughed off entirely onto the floor. The top of the altar is covered in pearl dust, giving it a ghostly glow.

The reason for the disrepair of the altar is readily apparent. A very large hammer lies next to it. If Shanzli didn’t hear them coming, she is raising the hammer to try to destroy yet another gem.

The woman before them scarcely resembles the gracious woman that met them at the door. Gone is the beautiful evening dress, in it’s place are the rags of a poor peasant, that have been worn so threadbare as to almost not be there. Gone is her regal stature, and all her jewelry. The pearl in her forehead is now white.

If the PC’s attack her, she will defend herself (most likely surprising them with her abilities)
She will use her stunning attack to stop the party members, all the while, begging for the chance to explain. She is loathe to kill, but will do so if necessary, for she cannot allow herself to die in her current state of disgrace. If the PC’s ever stop fighting, she will begin to talk.

She will tell them her tale, and say that the only way that she can redeem herself is destroying the precious items she comes across, but, she has found that that is not enough. She has received a vision, that the only way to completely amend her wrongdoing is to first complete the origami golems in the room above, and then, place the pearl of great price in the hands of the statue, it will be a perfect fit. Then, and only then, will she be allowed to go upstairs, kneel amongst the golems of her family, and find her sweet release in death.

She then asks if they would seek for this pearl, and, bring it to her, for payment, all of the house would be given to them.

If they agree, she returns their magic items as a gesture of good faith, and let’s the go.
If they don’t agree, she will escort them out. They will see the bizarre transformation, somewhere along the hall way, from Shanzli to Jezell.

Whoever, once Jezell is back in control, she cannot stand to see the pretty things escape her, and will attack the party. If near death, she will use two hidden exits out of the main room to try to escape.


Should the party kill Shanzli, she is doomed to never resting in peace, and will haunt them, as both Jezzell and Shanzli, until amends are made (the pearl is given to the god). The first part of that curse will be a nice surprise when they attempt to leave. The origami golems, infused with the essence of there dead creator, will attack them.


GAME MECHANICS
The house represents the divided mind of the temptress. The main front room is Jezells domain entirely, while anything downstairs is strictly Shanzli. The hallway is the link between the two, and either one can be present there. As far as abilities, since the each one is not aware of the other, they cannot use the others abilities. The only exceptions to this are class skills that both the monk and rogue have, and innate abilities that don’t need knowledge of them, (the immunity to disease, and poison) Jezell doesn’t know why, she just doesn’t get sick.

If the parties mention one of them to the other, shanzli/jezzell simply do not believe them, and cannot be convinced.

A final note, if the party kills jezzell at the end when she attacks, there should be huge repercussions. She is well known in town, and has many associates, the law should be called out immediately. It will be hard for them to convince anyone that she was dangerous, or that she was attacking them, since this is all not the Jezzell that they know.
 

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