Iron dm summer champion announced!

WinnipegDragon:
My comments of a few days ago were definitely not an insult. You'd know when a former Iron DM was insulting you :D! I was just pleased to see such a brash, determined statement coming from a new competitor. These tournaments are quite grueling, and rather intimidating in many respects. You seem to relish the challenge, and that's cool IMO.

Rune:
I love the list of ingredients you gave Wulf and nemmerle -- I can't wait to see thier entries!!
 

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Re: Round 2, match 1: Nemmerle vs. Wulf Ratbane

Rune said:
Misanthropic halfling
Unsteady ground
Amulet of the planes
Aquarium
Battlefield
Diseased paladin
I hereby withdraw my belly-aching about how hard our ingredients were.
 


Maybe it's bad form to chime in like this, but I think the latest ingredients (misanthropic halfling et. al.) are relatively easy. I glanced at them and had 4 of them tied together almost instantly. :p
 

Dave Turner said:
Maybe it's bad form to chime in like this, but I think the latest ingredients (misanthropic halfling et. al.) are relatively easy. I glanced at them and had 4 of them tied together almost instantly. :p

Yeah, yeah... Me too. Anybody can match four. Four is easy. (In fact, I've matched five of these...)

The trick is getting that last ingredient to work without it being obvious that you haven't, in fact, made it work.


Wulf
 

Dave Turner said:
Maybe it's bad form to chime in like this, but I think the latest ingredients (misanthropic halfling et. al.) are relatively easy. I glanced at them and had 4 of them tied together almost instantly. :p

Blah, blah, blah. . .

Put your money where your mouth is. . .

Tying things together and tying things together well are two different things, punk ;)
 

with an hour and forty-five minutes to spare

Iron DM Round #2 – Nemmerle vs. Rat Wulfbane
Misanthropic halfling
Unsteady ground
Amulet of the planes
Aquarium
Battlefield
Diseased paladin
-----------------------------------------------------------------------
(Important Notes: I hate 3E halflings… So, my halflings are closer to the tolkienesque kind, like they were meant to be). Also, I kind of partly set this in Aquerra

Argenia of the Undying Light is a paladin on a quest to repent for her arrogance and lack of mercy. Dedicated to the god Ra (God of the Sun & Law), she ignored her charge to be merciful and chartable to the weak, poor and innocent. In her relentless pursuit of even the most minor of criminals she repeatedly ignored a family of destitute plague-bearers that lived in the filthy alley near the inn she was staying at in the City of Knoliss, while seeking out a smuggling ring in that city. More than once the mother of that family had tried to get the paladin’s aid, and more than once the holy warrior delayed, excused or ignored. The disease progressed and one by one the family died. Punished for her arrogance, Argenia awoke one day to find that her divine resistance to disease had failed her – she had the dreaded Red Wasting Disease (see below) at the middle stage. Through prayer, research and questing Argenia began to chase down the cure of this foul disease. She traveled halfway across the world and back, slowly succumbing to the disease, bits of her flesh becoming rawer and rawer, until she was forced to wear bandages on her hands and one her face. She began to lose her strength – but she did not give up, and nor did she ignore even one of the commandments of her god, taking time from her quest to help the poor, heal the sick, and still bring criminals to justice and slay those things that were inherently evil. In time, she gained a reputation as a dreaded and diseased warrior who never spoke (her tongue erupted in the blisters and pustules) and whose skill was unmatched. No one knew she was a woman or a paladin, and she could never stay too long near anyone for fear of giving him or her the disease. She became a mysterious figure.

The Red Wasting Disease – This a chronic, but eventually fatal disease. This magical disease is curable by the remove disease spell during the early stages. However, since it has no outward signs during these stages except for profuse night sweats, it is rarely detected. This stage lasts 4 to 12 weeks. In the middle stages (which can last for years), the victim begins to break out in red and yellow puss-filled boils that burst and make the flesh underneath raw and tender. It is also during this period that the disease becomes contagious. Coming into contact with the puss from the boils, the bodily fluids of the victim or more prolonged exposure to their clothing or bed-clothes (and the like) in a warm climate are almost guaranteed to infect others. During the stage the victim also suffers from bouts of fatigue and exhaustion. Every morning a victim in the middle-stages must make a Constitution check against DC 10 or suffer from fatigue all day. If a fatigued victim participates in greater than light activity (as defined by the Heal skill) for a number of minutes equal to his Constitution score, he must make an additional Constitution check at DC 15 or be exhausted. Both of the these checks are modified as follows: +1 to DC per 6 months the victim has been in the middle stages, +1 to DC per time the check has ever been failed. In addition, at the end of any fatigued day the victim must make a Fortitude save (DC 19) or lose a point of both Constitution and Strength. (On all of these checks a natural ‘1’ is always a failure). During the middle stages a Heal spell will cure the disease, but a restoration spell would still be needed to regain lost Con/Str (note that Argenia could simply go to a high level cleric to have the disease removed, but then lose her paladinhood). The final stage does not set in until the victim has lost 2/3 of his Constitution score to the disease. At which, point they disease accelerates. The victim is automatically considered fatigued all the time (as above) and must make the Fortitude save every day at an increasing +1 DC per week. At this point only a wish can remove the disease, or immersion in a pure source of Positive energy for an hour’s time. It is this last method that Agenia has discovered, and she seeks Dorminaster’s Amulet of the Planes to achieve this.

Note: that whenever a victim in the middle or late stage takes damage in one hit from a melee weapon greater than an amount equal to one-tenth of their maximum hit points, they spray puss and blood. All those adjacent to the victim must make a Reflex check (DC 11) or get some of the stuff splattered on them (risking infection). I am leaving the actual nuts and bolts rules about infection up to the individual GM – as he can make it as infectious or not infectious as suits his campaign – though it should definitely be a threat.

The Amulet of the Planes: In seeking out a mage that has the item she needed to get the Positive Material Plane, Argenia discovered a network of smugglers and slavers who seemed to be succeeding at their crimes unmolested. Pursuing this ring of criminals worked well in terms of her own quest, because the leads seemed to be bringing her back towards the City of Knoliss, where the infamous sea-faring mage Dorminaster lived – the only person she could learn of that had and Amulet of the Planes. However, she soon learned that Dorminaster was using his position as a trusted advisor to the queen and a respected expert at sea travel and defense among merchant houses to slowly build his own criminal empire. This high profile member of society was really an aid to slavers, and pirates and smugglers, and he was becoming rich off of it. The diseased paladin thanked Ra for his infinite wisdom and mercy, to link her goal of repentance with her quest for justice. Moving from lieutenant to lieutenant and from safe house to safe house, she slew the wizard’s underlings and learned more and more of his operation. The only thing she had left to do was return to Knoliss and bring the wizard to justice and claim his amulet to bring herself and whichever other victims of the Red Wasting Disease that she can fins along the way to the Positive Material Plane to heal them all, including herself.

The Grand Opening of the Knoliss Aquarium: In Knoliss there is a halflings quarter (some call it a ghetto) locally called “The Downsides”. Knolliss is built on a tall carved hill, that while it slopes on one side, the eastern side has fallen away, leaving a craggy tiered cliff, where once part of the city stood. Long ago in the city’s history, it was beset by powerful wizards, who seeking to destroy the place, caused an avalanche that took nearly a fifth of the city. The entire side of the city and the hill was at the time the site of huge battle (the wizard’s in question, being evil wizards didn’t cared in their spell destroyed some of their undead minions) and now the base of the cliff is often referred to as ‘the old battlefield”, but it is really an area littered with huge chunks of stone, pieces old buildings and of course, undead (zombies and ghouls) that emerged from beneath stones and the soft earth to hunt the living. “the Downsides” are built on that tiered cliff. This is an impoverished, but hard-working halflings upper lower-class neighborhood. The halflings here do a lot of service work for the humans of Knoliss. They try hard to emulate human ideas of prestige and wealth and society, mimicking the people they serve above all day (coming back to live here). They are also a cheap source of labor in many of the shops and businesses of Knoliss. The newest Lord-Mayor of Knoliss, Marioso Fuchata made the halflings of “the Downsides” very happy, by unexpectedly accepting their bid for the building the new Aquarium (in his own honor), and even okaying the site which is in the halflings quarter (quite scandalous; but despite being an arrogant man who thinks he deserves every whim fulfilled, the Lord-Mayor is a good man who thinks it is a shame that the halflings are so industrious but have such poor lives).

Imagine “the Downsides” as ramshackle houses and huts built along the side of the jagged tiers, with carved steps and crawling ivy and bridges of various amounts of stability, and cramped and loud – with houses and small shops and dogs.

The main “action scene” of this adventure, takes place in the Aquarium. The Lord-Mayor had it built when he was given his position and title by the queen, since Knoliss is land-locked and he always loved the sea (being a retired captain in the Thrician Navy) and so had it built for his own amusement, and to fill it with exotic fish and beasts and fowl that he would have to make an excuse to hunt and bring back.

Dorminaster, being a good friend of the Lord-Mayor’s (who came along on some of those hunting trips (as an excuse to visit the port cities where his men did his dirty work and collect payments and issue orders), will be at the grand opening of the Aquarium, along with all of the city’s nobility, and some chosen representatives of the halflings community, including the architect and head engineer, a middle-aged halflings named Aaron Burr.

Mr. Burr is very proud and delighted to have been chosen to do this, and he has been paid a “human” wage for his work (as the local halflings would call it). However, his son, Maudlin Burr, is not nearly as happy or proud. Maudlin is a misanthropic halfling. That’s right, he hates humans, and he is not overly fond of other halflings either. Resentful of the poor conditions under which the humans of Knoliss make his kind live in, and ashamed of the way his father and other “successful” halflings suck up to humans and emulate them, Maudlin has grown more and more cynical. He led a delinquent childhood, and then went off on adventures and making his own way, but never making many friends (he has a bad attitude). He is a mischievous thief, devious and enjoys people to suffer frustration and no small amount of pain (he is not a murderer though). He will risk the lives of others for his schemes, but he would never plot the death of another (unless they did something directly to him of course). Maudling loves to steal, but he prefers to take the things that others find precious even if they are not all that valuable, he also is very fond of embarrassing tricks and using rumor, subterfuge and magic to reveal people’s corruption and dishonesty. Maudlin recently returned as an Arcane Trickster (give him levels in rogue and transmuter along with 2 or more levels of the PrC), and began to gather around him other young halflings who had begun to grow resentful as well. He has collected a group of 5 somewhat loyal halflings youths (make them all low level rogues).

Maudlin has a plan for the opening of the Aquarium. As it took years for the huge underground aquarium to be built and stocked, even as a child Maudlin knew about the site, and had access to the site where his father worked. It was then that he discovered among his father’s schematic designs, that the area directly beneath the aquarium is hollowed out due to tunneling that was done during the great siege when the jagged cliff was created. While the aquarium would most likely hold (barring an earthquake) with some aid the whole structure could be made to collapse about five feet due to that area of unstable ground– not enough to risk crushing everyone to death, but enough to half-bury and hinder people to allow him and his new gang to come in and leap from rubble to rubble picking the rich crowd clean. Of course, the fact that the many of the great tanks will stretch and burst, areas will flood and many sea beasts both mundane and exotic will be free to die or eat or both.

Maudlin wants nothing more than to embarrass and discredit his father and destroy the testament to ostentation and hubris of the Aquarium.

The Aquarium itself is a bi-level set of wide halls and chambers built around metal tanks with stone supports, and thick panes of glass. The halls are honeycombed and one kind wind their way in many different ways to view the different exhibits. The main hall is a combination trophy room and a view of the shark tank (put an advanced shark in there) – there is where the opening ceremony will take place – and where most of the people will be when (and if) the collapse happens). However, other small groups of people will be scattered throughout the maze-like aquarium. The GM should choose creatures and set up rooms for possible encounters during the chaos – where the PCs (or the paladin (see below)) might have to fight monsters, animals or same monsters or animals or save guests at the aquarium.

It is up to the GM when he wants to have Argenia arrive. She still suffers from a form of arrogance and has gotten use to using her frightening appearance and the taboo of her infectious disease to help intimidate those around her. She will force her way in to confront Dorminaster and take his amulet. However, if the collapse happens while she is there she will see it as a further test from Ra and will make sure to help everyone she can, healing people, helping to pull them out of rubble or defend them from beasts. However, she will not “waste her time” to save any beasts.

How to Involve the PCs

Here are some possible hooks:

- Dorminaster hires bodyguards. He knows his lieutenants have been dying one by one up the rank. Someone is out to get him. He cannot afford to let his underworld thugs protect him openly so he hires the PCs to guard him for a week, and part of that time coincides with the opening of the Aquarium. (see also “the secret thugs” below”)
- The party was hired to deliver the last beast to be put into a tank from one of the port cities and was invited to the opening in thanks.
- The GM could have some previous adventure involving pirates and smugglers give them a lead that brings them to Knoliss, unknowingly seeking Dorminaster (but likely seeking him out for aid due to his scrupulous reputation).
- A PC halflings could be visiting a relative in Knoliss.
- The GM could use Maudlin as the source of some random prank against the PCs in an earlier encounter – they come seeking him.
- If the party happens to be traveling to Knoliss from the east they could pass “the old battlefield” and see the encampment of all the victims of the Red Wasting Disease Argenia has collected and perhaps seek to give them what aid and comfort they can. The encampment is on the edge of the dark piles of rubble, and some folks have taken up residence in the shade of stone making them vulnerable (unknowingly) to undead attack. This could be an important test, because Argenia would see them and perhaps see how they treat the unfortunate, which could color how she reacts to the PCs later at the aquarium. Note: This hook can also lead to an additional encounter (see below).
- The party could be meeting some informant, nemesis, or potential employer here on totally unrelated business. The person in question arranges it, not knowing the chaos would ensue (This one is my favorite).
- A druid in the party could be sent by her order to check over the conditions of the aquarium and see how the animals are treated.

[B[The Old Battlefield[/b]: If the party does spend time among the plagued folks, they might get drawn deeper into the rubble area by an attack of ghouls and/or zombies. It will be an interesting test of PC resolve and morals and mettle to see how much they are willing to risk themselves to save the lives of folks who are already doomed to die (esp. if there is a risk they might contract it). Regardless, if they follow the undead deeper into the rubble they might uncover and entrance to a tunnel that leads into the hill and up to the hollowed out area. If the party were to hunt undead deep enough they might find the area and figure out the possibility of collapse (but only if they have visited the aquarium (or know well where it is) and a PC makes an Engineering skill check (or related check) against DC 18.

The Collapse: Maudlin plans to use the stone shape spell. He has discovered a spot at the right center of the main chamber of the aquarium (right at the base of the shark tank) where if softens and moves the stone it will cause a collapse of the floor in this and in three adjacent chambers, and causing great amounts of water to pour into a lower hall and chamber and cause several walls and glass to crack, which will release more water. The shark tank will begin to leak water increasing amounts immediately and in six rounds will burst flooding the room with about four feet of water and releasing one or more sharks into the frightened crowd. Maudlin will wait for the Lord-Mayor will be making a speech at the front of the chamber to cast the spell, or will do it after three or more rounds of combat if Argenia gets there, very happy to sow even more chaos. Maudlin has boots of levitation to keep above the collapsed ground and water, and will blow a whistle to call his roguish companions to the pickings. The young halfling thugs are milling around the entrance, upon hearing the whistle they will push past the crowd outside and enter and attempt to close the doors behind them (leaving one behind to guard the door). (Note that this could put the PCs in immediate conflict with these halflings if they are trying to secure the exits to get the injured out. However, these halflings are much for toe to toe combat and will flee if faced with opposition. Those confronted at the door will flee back out, and those confronted in the aquarium will seek out Maudlin for aid and advice.

The GM should determine dramatically who is trapped under rubble, how difficult it is to free them and who might be knocked unconscious. The Lord-Mayor should be knocked out, with his personal guard (make it two low to mid-level warriors) trying to get him free and protect him from harm or theft.

Dorminaster, Argenia and Maudlin should not be trapped in rubble.

As for the PCs, if in the main chamber they should all be knocked prone by the collapse and allow a reflex save (DC 13) to avoid being pinned under some rubble. Failing means the trapped person takes 2d4 points of damage (half if the save is successful).

Ythriss’fushan is the Lord-Mayor’s official huntsman. He is a lizardfolk ranger (R7/N), whose main concern will be the animals. He will be doing what he can to save any that he can – and in addition extract his revenge against any he might think is responsible for the carnage.

Walking through the rubble lowers all movement by half, and hustling requires a Balance check against DC 13 or fall prone. In areas where the water is four or more feet deep (shouldn’t be more than five feet deep anywhere) characters can also try swimming to get around.

The Secret Thugs

Hidden among the crowd at the aquarium are three rogues in Dorminaster’s employ. They are there to guard him (even if the party was hired to). They are disguised as minor nobility from a nearby city (and have a legitimate invitation), and take the form of a husband and wife, and another “unrelated” noble. They all have poison and daggers and will seek to slay Argenia and anyone else who threatens Dorminaster as surreptitiously as possible. If the PCs come into conflict with any of these thugs, this might be a clue that something is not on the up and up, and may help to reveal that Dorminaster is a criminal mastermind. These secret thugs should have a fighter level or two, but mostly rogue levels (maybe give the “wife” levels of wizard or sorcerer instead of fighter), and make them about equal level to the PCs (or one higher each) so that if the party is separated while fighting monsters and trying to save people, these foes will present a real threat. If using the hook involving the PCs chasing down leads on pirates/slavers/smugglers they should have some tattoo or scaring that links them with the guild or organization the party (and Argenia) are hunting.

Utter Chaos

As is probably clear from all of the above, the main scene in Aquarium will be utter chaos. An important image to keep in mind is “disaster movie”. The attendees at the Aquarium’s opening should be screaming and crying and begging for help. Some people will be trying to find or help loved ones (or if servants of nobility trying to help their masters), while others ignore or trample the trapped or injured in order to escape. The trick is to create an atmosphere where the PCs cannot help to help everyone at the same time – perhaps forcing them to join forces with Argenia – or witness a noble ignoring the pleading of his trapped manservant in order to make for the exit – while they are busy fighting a giant squid that has grabbed up three children, etc…

Argenia will help trapped or injured people as a priority over getting Dorminaster, but she will still try to keep tabs on him and take the amulet from him. Of course, he may use the amulet himself as a means of escape of things get sticky for him (this is very risky for him – so he will only use it if he thinks he is likely to be killed or arrested).

After having stolen his fair share, and caused what extra mischief he could get away with to the PCs and other attendees, Maudlin will gather up his gang and use one of the access tunnels used to drain water from the tanks to climb down to the honey-combed tunnels beneath the Aquarium and that lead down to “the old battlefield” – of course, he will have to sneak past lots of undead –and this might make for a great scene or series of encounters if the PCs give chase. Knowing the area well, he will try to lead the PCs to the dens of ghouls and escape in the ensuing confusion.

Conclusions & Resolutions

There are lots of things going on here, and like any good adventure (as far as I am concerned) there lots of possible consequences for the City of Kholiss, Dorminaster’s criminal operation, and the gathered plague-bearers outside of the city – among other things.

If Argenia gets the Amulet she will return to the old battlefield once things have calmed down and under control (she does not want to be captured or killed) and begin to bring groups of plague-bearers to the Positive Material Plane. It is totally possible that due to her inability to communicate, the PCs may chase her down back to the battlefield, not knowing what she plans to do in an attempt to retrieve the amulet.

Even though he loves nothing better than causing mayhem, Maudlin knows better than to stick around and he will soon flee the City (leaving behind his gang – they’d only slow him down). The party could soon be hearing rumor of other destructive pranks and robberies in other cities and towns – and link them up.

Of course, it is possible that an epidemic of the Red Wasting Disease could result from all of this, including one or more PCs becoming infected requiring that they seek out a cure for the disease. Or if using the Amulet themselves in the search for a cure, could become lost in the planes – beginning a series of inter-planar adventures.

The party could help Dorminaster slay Argenia, but later uncover the truth of the situation and be forced to handle it themselves and dismantle the criminal organization.

If the PCs help Argenia to slay Dorminaster or take his property, they may find themselves on the wrong side of the law, and having collected some powerful enemies, as assassins will be hired to take them out by the corrupt wizard (if he lives) or his surviving lieutenants.

The plague-bearers themselves could become a civic problem, and if Argenia is killed they will not know what to do with themselves, perhaps causing the Lord-Mayor to take drastic action the PCs may not agree with.

The old battlefield itself might be home to an adventure among the undead, and recovering artifacts (not capital ‘A’ artifacts – just old stuff) and treasure from the time of the war.

------------------------------

A Final Note on Levels & Such: I see this ideally as being around a 7th or 8th level adventure for the PCs. Dorminaster should be about 12th level, and Argenia should be 2nd level fighter (for them extra feats) and an 11th level paladin. Actually, make her whatever level you need for her to be a “bad ass”. I love this image of a bandaged warrior with a face covered with filthy bandage, wielding a sword like few can. She should also have several potions of bull’s strength and endurance to overcome her debilitating disease.
 

There ya go - sorry about the length - but I am pretty damn proud of this monstrousity - it might be one of the best scenarios I have ever written period - and I think it is definitely my besy Iron DM work ever.
 


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